Under Night In-Birth/UNI2/Kuon: Difference between revisions
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Revision as of 08:14, 7 February 2024
Under Construction
|
“ |
He pursues. And he continues to pursue. He pursues a spirit of a distant past. An existence |
” |
Story
In the story of the Night, Kuon stands as the root of all evil.
He is a Re-Birth--said to be the strongest form of existence.
Kuon has lived for 500 years, wielding the inexhaustible power of the Night; now, he aims to bring an end to the world.
Long ago, Kuon and his sister Linne were charged with protecting the Power of Sealing.
However, the immense power eventually consumed Kuon, and he lost sight of himself.
Now he desires further power--which he can attain by seizing the other half of the Power of Sealing possessed by his sister.
Kuon's arch-nemesis fled beyond the Night. By taking Linne's power and breaking the wall of the Night, Kuon hopes to reach him.
The resulting destruction of the world is merely the means to that end.
“ |
My guests will start arriving here at the abyss shortly... to become the stakes with which I bore through the wall of the Night. |
” |
Gameplay
Kuon has a zoner's toolkit and a unique flight ability that allows him to control his opponents anywhere on the screen. He has long-range specials to keep away or fight at range, but also has tools to close the gap when Kuon's turn arrives.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10100 | 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1100 | -910 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
6 | 1800 | 180 | 4500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
6 | 29 | -45670 | 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 |
---|---|---|---|---|---|---|---|---|
200 | Mid | 6 | Total 21 | -4 |
- Tall enough to anti air but not consistently.
- It still hits crouching opponents, so it mostly sees use in pressure and hitconforming.
- One frame slower to recover than 2A, so it's not your best option for rebeats.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
21 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | Mid | 9 | Total 30 | -6 |
- Outranged and slower than 2B, but hits sme airborne opponents.
- Converts into several routes at many ranges, and a good starter too.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#5B |
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 690 | mid | 12 | Total 39 | -10 |
- Moves Kuon forward enough to help stay close for combos or offense.
- One of Kuon's best starters, and a damaging extender mid-combo.
- Hits opponents OTG after moves like 3C or 236X~X
- -3 if followed with a whiffed 2A, which is Kuon's least minus rebeat option.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 780 | mid | 24 | Total 59 | -5 |
- Increases distance travelled compared to non-increased version.
- Increases damage but lowers proration, so its use as a combo tool is more specific.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 39 | /Data#5C | ||||
5[C] | 59 | B button into 5[C] 9f gap, C button into 5[C] 7f gap | /Data#5[C] |
5[C] :
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
160 | Mid | 6 | Total 20 | -3 |
- Despite its recovery, still Kuon's best normal for rebeats.
- If not used for rebeats, still quite good for pressure, and it can be hitconfirmed into a surprising amount of damage.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
460 | Low | 8 | Total 30 | -7 |
- Primary mixup tool, but preferable over 3C due to its safety.
- Can be used to poke, but will often be avoided by jumps or low crush moves.
- Highly active, but not enough to be plus as a meaty.
- Otherwise good as string filler, and useful in some juggles.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
640 | Mid | 10 | Total 34 | -7 |
- Consistently leads to combos using 22A when anti-airing, but has more optimal routes available on counterhit.
- Launches the opponent high, which plays an important role in many routes.
- Its forward movement makes it better at hitconfirming, but can actually cause a whiff when anti airing opponents above Kuon.
- Is actually one of Kuon's best starters due to its followup options
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
34 | /Data#2C |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High | 8 | Total 25 | -5 on Assault |
- Flight jA is Kuon's fastest overhead option at 25 frames if done perfectly. While it's not very hard to block, it's unthrowable, beats lows, and is +6~8 on block, serving as a very effecive pressure reset.
- As a light jump normal, it's weak to shield, but done from flight it has two hits, making it safer if only one hit is shielded, and it can also be mixed up with land > throw to dissuade shielding.
- Can also be used for more traditional purposes, as a short range air-to-air, or for reverse beat overhead pressure.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
25 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
420 | High | 9 | Total 30 | +1 on Assault |
- Mostly used as combo filler, or as a long range alternative to Flight jA or Flight jC.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#jB |
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 590 | High | 12 | [4 on landing] |
+7 on Assault |
- Primary combo filler with a healthy amount of hitstun. Great for converting from air-to-airs into grounded combos.
- Great normal for low Flight, where it's plus unless both hits are shielded, and even then, Kuon is safe. The fastest Flight jC possible is 29 frames.
- Its large hitbox makes it preferable as a jumpin, where it can be cancelled into Flight for diverse pressure options.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 760 | High | 20 | Total long | +15 on Assault |
- Mostly used for fakeouts during Flight or Assault, as its not used in any of Kuon's optimal bnb's.
- If it does hit, it can lead to more damage than regular jC.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | /Data#jC | |||||
j[C] | long | /Data#j[C] |
j[C] :
Command Normals
6B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
520 | Mid | 11 | Total 38 | -12 |
- One of the most common normals in juggles into 4C, and is really a combo tool most of the time.
- While not good on block, it's advancing, meaning it can be useful for pressure.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
38 | /Data#6B |
6B~6B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
- Central combo tool, and often cancelled directly into 4C for a knockdown.
- Can actually go into slower moves like 6C and 214B for unique combo routes.
- Like 6B, advances (with the same blockstun), so it can be used in pressure strings to keep close to the opponent.
- Has a longer cancel window from 6B than other moves, so it works as a frametrap normal.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
240×4 (852) | Mid/Air | 25 | Total 62 | -5 |
|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=6C
| 6C = A description for 6C
}}
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 |
---|---|---|---|---|---|
62 | B button into 6C is a 10f gap, C button into 6C is an 8f gap | /Data#6C |
j.6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
710 | 13 | Total 31 | +13 on Assault |
- The fullscreen launch can usually be followed up with 623B midscreen, giving Kuon his good corner carry.
- The untech time on the wallbounce is long enough to allow for a variety moves to connect in the corner, allowing for stronger routes.
- Despite its looks, this move reaches shockingly low, and is actually Kuon's most adventageous jump normal most of the time, and often + on shield.
- Only air normal that doesn't deal chip damage.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | /Data#j6C |
4C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
660 | Mid | 15 | Total 32 | -8 |
- Key component in getting knockdowns on airborne opponents.
- Has the same blockstun as 5C, so it can be used to rebeat with 2A, which is easier as 4C has no forward movement.
- Reportedly supposed to have head invulnerability, but currently has none.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
32 | /Data#4C |
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
640 | Low | 8 | 15 | 13 | -10 ~ +4 |
- Very active, to the point that a spaced slide can be not only safe, but plus on block.
- Only cancelable to specials on hit, but if spaced well, it can link to other attacks.
- Cancels to EXS and Chain Shift on block, making it a good tool to get in close and reset pressure gaplessly.
- Part of Kuon's most common ender sequence, cancelled into 236A~X for a knockdown.
- One of the only moves in Kuon's aresenal that DOES NOT deal chip damage.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | /Data#3C |
Dash Moves
66A+B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
- Has very long recovery, making it very rare for the opponent to not retaliate upon seeing this.
- Due to Kuon's restricted midscreen setplay options, it's not possible to set up any efficient crossups using this.
- Useful mainly to get to the opponent's location when they're far away and knocked down, but it is very rarely better than running in.
- A message in-game shows that 66A+B has invul, however it seems to have very little of it, and not early in its duration.
- Can be chainshifted around 8 frames before the end of its recovery. The only usage for this is getting plus frames in specific knockdown situations.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490×2 (931) | Mid | 10 | Total 46 | -4 |
- The first hit, for some reason, has an incredible amount of untech time, which makes it a central combo tool for juggles.
- Cancelling the first hit with Heavenly Law is Kuon's only relaible way to be plus upon flight activation due to its similarily high blockstun.
- Lacks the range of many other dash attacks, making it less useful as a neutral tool.
- The second hit is a lot weaker than the first, but can still be used in certain combos to go into 22X, or to confirm the move hitting from neutral.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
46 | /Data#66B |
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
940 | High | 27 | Total 50 | -6 |
- Since Kuon has several other overheads that are less obvious and at least plus while still comboing, this one is rarely used for mixups.
- Special cancelable after landing, even on block.
- Knocks the opponent down, allowing for links afterwards. This also makes it your best knockdown for 214X setplay.
- Kuon is lifted off the ground for the move, beating lows and throws, but granted, he has safer options for that purpose.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
50 | /Data#66C |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | - | - | - | - | - |
Kuon's central mechanic, defining both his neutral and offense. Heavenly Law (also known as Float or Flight) puts Kuon into an airborne state where he can move in all 8 directions, and changes his move list until the move ends, rendering him unable to block. Performing any attack ends the move, and it cannot be done again until Kuon lands.
- Performable both on the ground or midair, and cancelable into from normals both airborne or grounded. This includes cancels from aerial assault normals, but not gounded assault ones.
- The direction input during B+C changes what direction the flight initiates towards.
- Initially costs around 2 block of GRD, and drains more as long as Kuon isn't approaching the opponent.
- All of Kuon's air normals gain a second hit if cancelled into from flight. He loses access to j6C and Increased jC.
- 6B+C triggers a falling, multi-hitting version of j236X, with no followup moves but good combo opportunities.
- 4B+C has Kuon throwing a stronger version of 214X from midair downwards before teleporting into the middle of the wheel. This is always plus.
- 2B+C is a multihit version of j623A with roughly the same frame data and followup options.
- D cancels the flight and gives Kuon access to his air attacks, but not assault. Is affected by any directions input during cancel.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
44 | - | - | - | - | - |
After a noticeably longer startup, Kuon teleports above the opponent and enters flight. Takes a very long time for Kuon to become actionable.
- Mostly rare to see due to being very easily countered on reaction with anti airs
- The side it puts Kuon on is ambiguous and easily changed with slight movement, which can especially be confusing in the corner.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1635 | Throw | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | 30 | - | - |
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 |
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
236A/B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
818 | Mid/Air | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 44 | -7 | - |
A quick, medium range laser beam. Mostly used for combos and blockstrings.
- Not great for zoning due to its effective range, but it's also very hard to punish.
- Unsafe on block unless spaced or cancelled
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
870 | Mid/Air | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | - | - | 52 | -7 | - |
A meterless fullscreen beam with minimal travel time. The main reason behind Kuon's strong zoning and counterzoning.
- At 20 frames, 236B is reactable but not easily, making it good for getting hits in neutral.
- Takes a maximum of 2 extra frames to reach far away opponents.
- Avoided with preemptive jumps, but not low profilable.
- Not useful in combos due to its startup, but good after 5C as a frametrap.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1769 | Mid/Air | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | - | - | 41 | -1 | - |
Fullscreen beam that's safe or plus. Not instant, but has a short travel time with a very fast startup.
- Wallbounces on hit, leading to combos from around 3/4 screen distance.
- Good for hitconfirming 236B and carrying the opponent to the corner from it.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -4 | - |
Followup to the meterless versions of 236X: Kuon calls down a pillar identical to 22X, but with a hard knockdown. The beam tracks if 236X hit or was blocked, and appears at a set distance depending on version used if it whiffed.
- Cancelled from 236A, this is Kuon's most common meterless combo ender. Good knockdown and damage, but no setplay without meter.
- From 236B, this can make approaching Kuon from long distances harder, due to it countering preemptive jump into assault at some distances, potentially with a combo.
- Safe pressure on block for both versions, serving as both a gapless pressure ender and a frametrap.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | - | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | - | - | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | 623A dissapears on the 12f | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | - | - | - | -11 | - |
Grounded teleport kick with medium range. Puts Kuon next to the opponent, and crosses up if he is close enough.
- Cancelable into Heavenly Law and specials on block, and into jump on hit
- Not incredibly useful for mixups, but it puts Kuon next to the opponent for continued pressure
- Quite a good tool for sideswitch combos, and it doesn't sacrifice a lot of damage to use it compared to normal routes
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | 623B dissapears on the 16f | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | - | - | - | -5 | - |
Teleports Kuon forward a significant distance, making him airborne for some of its recovery.
- VERY important midscreen combo tool with amazing corner carry
- Can again cross up, but this is less useful with 623B
- Cancels into aerial specials on hit or block
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | - | -18 | - |
Fullscreen tracking teleport with invincibility, no meterless combos afterwards and a sideswitch.
- This move is VERY slow for a reversal, outdone at close range by [2]8X.
- Tracks the opponent's horizontal position on the entire stage, so it's useful for anti zoning and whiff punishing.
- Weirdly difficult to combo into, and can't consistently be followed up with Infinite Worth, so despite its damage, it's rarely used in combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | - | - | - | -11 | - |
Kuon teleports to the ground below him and performs a slide with the same animation as 3C. Sadly not nearly as good as 3C and mainly used to condition opponents with meter so Kuon can use j623B.
- Not special or FF cancelable, even on hit.
- Has significantly worse frame data than 3C, making meter a necessity for it to be safe.
- Only gives a meterless combo on a precisely spaced counterhit.
- Kuon can actually be hit at ground level during the teleport animation, making highly active moves very good at beating j623A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
39 | - | - | - | -10 | - |
After a noticably longer pause, Kuon teleports a short distance towards the opponent to a set height above ground and hits them with an overhead similar to 66C.
- Between this and j623A, there is something of a mixup, but far from unreactable.
- Unlike j623A, this can be special-and-flight cancelled on block, making it significantly safer.
- The knockdown results in damaging, meterless combos with good corner carry without meter.
- Can be used in combos, but is more often seen as a misinput of land->623B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | - | -18 | - |
Identical move to 623C, just initiated from midair.
- Has a slightly longer startup at 26 frames, making it more situational
- Still invincible, letting you juke long range anti-air options from characters like Merkava.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | - | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | - | -4 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | - | +12 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | - | +3 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | - | +3 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | - | -1 ~ +20 | - |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
34 | - | - | - | +19 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
40 | - | - | - | +25 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | - | - | - | +18 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | - | +60 | - |
[2]8X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | - | -14 | 1~X Head
(Check Dive) |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | - | -29 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | - | - | - | -38 | - |
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3442 | All | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | 75 | -32 | - |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3760 | 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 |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C | 2A | -3 |
2C | -3 | |
5C | 5A | -4 |
2C | -4 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | 1F |