Under Night In-Birth/UNI2/Londrekia: Difference between revisions
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Londrekia's longest aerial poke, and one that is often substituted for assault in neutral. | Londrekia's longest aerial poke, and one that is often substituted for assault in neutral. Alters the trajectory of Lond’s jump arc downwards, allowing for some unique punishes on fireballs and other pokes. | ||
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Revision as of 08:20, 11 February 2024
Under Construction
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Story
A prodigy from Ritter Schild, Londrekia traveled to these lands to settle the score with his rival, Erika Wagner.
He accomplished this goal while on a mission to suppress Amnesia, but the biggest threat of all--Kuon the Aeon--soon appeared before him. To Londrekia, though, even the appearance of this powerful Re-Birth is just another opportunity for him to put up results for Ritter Schild.
He hopes his efforts in defending the town from Kuon and demonstrating the power of Ritter Schild will reach Adelheid, who waits in a faraway land...
“ |
A transient yet dazzling illusion... |
” |
Gameplay
Londrekia is a mid-range rekka character with projectile pokes and rewarding blossom okizeme. His freeze mechanic can be used to extend combos, set up oki, or threaten the opponent in neutral. Once he has his debuff active on the opponent, pokes becomes much more rewarding with a stray projectile hit leading to a full combo. Londrekia also possesses some of the best corner carry in UNI and can set up blossom oki off of almost any combo, allowing him to easily snowball his neutral hits into scary strike/throw oki.
Londrekia is a beginner difficulty character with accessible routing and tools. However, excelling with this character requires spacing, conditioning, and calculated risk-taking.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10100 | 5A > 5B > 5C > 214A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1260 | -1000 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2000 | 150 | 4200 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
3 | 25 | -39300 | 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 Normal Moves
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 13 | 20 | -3 | - |
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
470 | Mid | N, SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 22 | 34 | -5 | - |
5B~B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
760 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 30 | 42 | -9 | - |
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 21 | 36 | -7 | - |
Crouching Normal Moves
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Low | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 18 | 30 | -5 | - |
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 25 | 39 | -11 | - |
Air Normal Moves
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 14 [2 on landing] |
27 | Varies | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 17 [3 on landing] |
31 | Varies | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
623 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 19 [4 on landing] |
33 | Varies | - |
A spiky cluster of ice produced directly under Londrekia. Will connect on crouching* characters even when used while rising.
- Whiffs or connects poorly on crouching Merkava and Linne.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
718 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 16 [4 on landing] |
39 | Varies | - |
Command Normals
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
790 | Mid | - | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
28-40 | 2 | - | - | +28 | - |
4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
744 | Mid | SP, EX, CS, UNQ | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 4 | 24 | 42 | -12 | - |
4CC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | High, Air | (SP), EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 7 | 20 | 45 | -6 | - |
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
790 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 22 | 37 | -8 | 8~15 Head |
j.3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | Mid, Air Shield | - | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 12 [3 on landing] |
28 | Varies | - |
j.3[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | Mid, Air Shield | - | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 5 | 12 [4 on landing] |
35 | Varies | - |
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
960 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 2 | 23 | 40 | -6 | 13~17 Head |
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
896 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | 24 | 41 | -7 | - |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
840 | Mid | (CS) | - | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 37 | 52 | -23 | 1~12 Strike, 7~13 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
840 | Mid | (CS) | - | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 37 | 52 | -23 | 1~12 Strike, 7~13 Head |
Force Function Follow-Up
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
840 | Mid | (CS) | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 7 | 37 | 59 | -15 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
840 | Mid | (CS) | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 7 | 37 | 59 | -15 | - |
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1607 | Throw | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | - | +35 | - |
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 |
No results Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
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.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
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.
- Airborne: 1~25.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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 |
---|---|---|---|---|---|
818 | All | -EX-, -CS- | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 11 | 22 | 47 | -7 | - |
Londrekia summons a cluster of ice shards and sends them flying.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1099 | All | -CS- | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
33 | 19 | 8 | 61 | +9 | - |
236B hits three times and is very plus on block, but at the cost of significantly more startup than 236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1128 | All | -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
33 | 18 | 4 | 56 | +16 | - |
236[B] has the same startup as the B version, but does not send out a projectile. Instead, the projectile explodes, giving even more advantage on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1681 | All | (CS) | - | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 30 | 29 | - | +17 | - |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | -EX-, -CS-, -UNQ- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
Londrekia's rekka series. Londrekia will skate towards the opponent while unleashing twirling attacks.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | -EX-, -CS-, -UNQ- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 17 | 40 | -2 | - |
214[A] hits low and will launch the opponent, preventing the use of an OTG.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 2 | 23 | 37 | -7 | 11~14 Head , Dive |
214B has the fastest startup, making it a gapless option after 4C at closer ranges.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 2 | 23 | 49 | -7 | 24~26 Head, 21~26 Dive |
214[B] has additional range on both sides.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
984 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3, (3), 2 | 20 | 49 | -4 | 12~29 Foot |
214C is a jumping double kick.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1032 | High | -EX-, -CS-, -UNQ- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | 3, (3), 2 | 20 | 55 | -4 | 12~35 Foot |
214X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | -EX-, -CS-, -UNQ- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
The second hit in the rekka series. Londrekia will do the same attack as the initial Circular Step version for that button. If the same button as the initial attack is pressed, Hydro Blading will be done instead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Low | -EX-, -CS-, -UNQ- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 17 | 40 | -2 | - |
214X~[A] is a low kick that travels further.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
790 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 23 | 38 | -7 | 11~15 Head , Dive |
214X~B acts as a side swapping attack with much faster startup than the increase version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 2 | 23 | 48 | -7 | 23~25 Head, 21~26 Dive |
214X~[B] travels further, but is slower to swap sides with the opponent, making it more vulnerable to reversals.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1021 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3, (3), 2 | 20 | 49 | -4 | - |
214X~C can high profile many attacks.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1142 | High | -EX-, -CS-, -UNQ- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 3, (3), 2 | 20 | - | -4 | - |
214X~C hits overhead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
744 | Low | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3, (21), 5 | 16 | 53 | -3 | - |
214X~X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
994 | Low | -EX-, -CS- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
The third and final hit in the rekka series. The same moves as Circular Step, but an icy vortex makes them flashier and more powerful when they hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1014 | Low | -EX-, -CS- | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 3 | 17 | 39 | -2 | - |
214X~X~[A] is a low kick that travels further.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1117 | Mid | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 26 | 38 | -10 | 11~15 Head , Dive |
214X~X~B hits as a side swap attack at close range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1137 | Mid | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 2 | 26 | 48 | -10 | 23~25 Head, 21~26 Dive |
214X~X~[B] travels further as a side swap, but is slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1369 | Mid | -EX-, -CS- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3, (3), 2 | 30 | - | -14 | 6~29 Foot |
214X~X~C can high profile many attacks.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1436 | High | -EX-, -CS- | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 3, (3), 2 | 30 | - | -14 | 6~35 Foot |
214X~X~C hits overhead. A relatively fast overhead at 25F.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
738 | Low | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 3, (21), 5 | 21 | 56 | -8 | - |
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
664 | All | -EX-, -CS- | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 42 | - | - |
Londrekia sets an ice flower which shoots out a beam after a brief moment.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
664 | All | -EX-, -CS- | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 43 | - | - |
The ice flower spawns further away from Londrekia.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1518 | All | - | - | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 29 | - | - |
236B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1952 | Mid | (CS) | - | 100 EXS | Object |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | - | - | 53 | +32 | 1~3 Throw |
j.236B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2101* | All | -CS- | - | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | - | - | - | +7~+16 | - |
Super Moves
Infinite Worth
Average range for UNI
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3401 | All | - | - | 200 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 (5) 150 | 54 | 228 | -30 | 1~179 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 |
3+14 | 2 | 51 | 69 | -25 | 1~? Full |
Londrekia 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 |
---|---|---|
5B/5C/2C | 2A | -2 |
2B | 2A | -4 |
X | X | X |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C | 1 |
5A/2A | 4C | 4 |
5C/2C | 5B(w)5BB | 5 -12 |
Videos
External Links
https://docs.google.com/document/d/1LIEwnpK9wiVfwQuYkNkGxPitWBO6WaTF5_LBvLC9s_U/edit?usp=drivesdk A doc with a collection of Londrekia resources.
Colors
Londrekia Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-02-11 by Foxof42.
88% complete | ||
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Page | Completed | To-do | Score |
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48/50 | |
Strategy |
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20/25 |
Combos |
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20/25 |