Under Night In-Birth/UNI2/Byakuya: Difference between revisions
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{{AttackDataCargo-UNI2/Query|by_623a}} | {{AttackDataCargo-UNI2/Query|by_623a}} | ||
Byakuya runs past the opponent, snaring them in a web. | Byakuya runs past the opponent, snaring them in a web. | ||
*Easily jumpable on reaction if opponent is aware of it, but a bit difficult to punish if they have a web above them (requires air shield on the web they jump into). | |||
{{AttackDataCargo-UNI2/Query|by_623b}} | {{AttackDataCargo-UNI2/Query|by_623b}} | ||
A further-reaching variant of 623A. | A further-reaching variant of 623A. |
Revision as of 11:41, 13 February 2024
Under Construction
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Story
The young Byakuya wandered the Night in despair...
until he came across a young girl with a striking resemblance to the beloved sister he was mourning.
Attributing this meeting to destiny, Byakuya decided to address the girl as "Sis" and agreed to help her with her search for someone.
Byakuya then learned of his sister's cruel past... but his love for her didn't waver one bit. In fact, if anything, it grew stronger...
As the pair search through the Night, they hear rumors that the world will soon meet its end...
"Oh, how I'd love to see the end of days together with you, sister..."
"But we must continue our search."
Their decision made, the two of them set out for the Abyss of the Night in order to save the world.
“ |
Fine by me. |
” |
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 |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10500 | 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1100 | -1000 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 3000 | 0 | 3000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 28 | -35350 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
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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 | - |
Fast jab with one of Byakuya's claws.
- Great horizontal and vertical hitbox for its speed. One of the best 5As in the game.
- Cornerstone of Byakuya's pressure resets and mashing out of pressure on defense.
- Can cancel into itself by inputting 4A on block
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.
- Excellent preemptive anti-air, and covers space directly above Byakuya better than 3C does.
- Relatively disjointed hitbox, allowing it to bait Veil Off when spaced properly.
- Byakuya's safest on block normal outside of his A normals. Another common pressure reset point.
- Whiff cancellable into 5BB.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
598 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 25 | 41 | -11 | - |
Followup to 5B. Shares an animation with the last hit of Byakuya's rekka.
- Byakuya's furthest reaching normal.
- Moves Byakuya forward a noticable amount.
- Usable twice in a single blockstring via Smart Steer (5BB5AAB).
- Common autopilot option from tip 2C for a 6 frame gap on block, and an easy pickup on hit.
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 | - |
A pointed thrust with all of Byakuya's claws.
- Byakuya's only C normal that frame traps natrually from A normals (1f gap).
- Slightly moves Byakuya forward.
- Go-to punish starter.
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 | - |
A quick low swipe with one of Byakuya's claws.
- Despite the animation, this move is a mid, not a low.
- Much shorter range than 5A, leaving this move more suited for rebeats. Due to 5A being cancellable into itself with 4A, has less application for starting close range pressure this version.
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 | - |
Byakuya lunges down low with 3 claws.
- Very strong poke due to it's speed and range.
- Good for poking out of reverse beats.
- Suprisingly tall, and will catch assault startups.
- At tip range/hitting extended hurtboxes, will need to confirm with 5C 22B instead of the standard 2C 236B.
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 | - |
A far reaching sweep with Byakuya's claws.
- A very far reaching poke with very good reward.
- 2C whiff 2A can be easily confirmed into 66b on counter hit.
- On regular hit it can be confirmed into 236B fairly easily due to it's large stagger window.
- Has counter hit recovery, making it extremely costly to whiff in neutral.
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 | - |
A fast attack that hits at an awkward angle.
- Whiffs on crouching hurtboxes.
- Neutral/back jump j.A can be a servicable air to air for angles that 5B/3C can't cover.
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 | - |
Byakuya spreads his claws out to attack at all angles.
- Hits behind Byakuya very consistently. Can't really be used as a crossup jump in due to UNI's crossup protection, but has similar use to j.A as an air to air.
- Staple in Byakuya's air combos.
- Whiffs on crouching hurtboxes when done immediately after assault startup.
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] |
- |
Downward-angled thrust with all of Byakuya's claws.
- Byakuya's go-to normal for assaults and most jump-ins.
- Immediate assault j.C is -8 on shield.
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 |
An upward-angled thrust with Byakuya's claws.
- Covers a bit more of a horizontal anti-air angle than 5B.
- While no longer a low, Byakuya is still able to run a somewhat ambiguous high/low with 3[C]/3{C} 2B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | High | SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 3 | 22 | 53 | -7 | 25~30 Head |
Slower, overhead version of 3C.
- Fairly safe on block when spaced well.
- Massive special cancel window, despite lack of normal cancels.
- Buffed as a combo starter from UNICLR, and will now do around the same damage as the rest of his B/C normal starters.
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.
- Halts upward momentum upon use.
- No hitbox above Byakuya, despite the animation.
- Frame advantage calculated from tk height + point blank -> landing with a late hit.
- In practice, most landing/late hit j.2C spacings will leave Byakuya around +3-+7 before shield.
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 | - |
A larger version of j.2C with more hits (6 instead of 3).
- Larger hitboxes and launches on hit, but similar to j.2C, despite the animation, hitboxes are mostly present under and in front of Byakuya.
- While shielding any of the hits incurs increased recovery for Byakuya, its active frames will frequently cancel into landing recovery due to halting upward momentum on startup, leaving it slightly plus on shield when spaced well.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | SP, EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 16 | 14 | 38 | -12~+3 | - |
A fast, forward-moving slide.
- Varied frame advantage depending on which active frame hits opponent.
- More susceptible to getting stuffed by jumps/assaults than dash 2B, but further reach and a more active hitbox.
- Cancellable into 22A with very little commitment to stay safe on block and an easily confirmable pickup on hit.
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 | - |
A long-reach multi-hitting attack.
- An important component of Byakuya's neutral due to his otherwise lacking full-screen options.
- Good for punishing an opponent recklessly throwing out fireballs or other long-range attacks.
- Can confirm into a full combo on hit with 214C.
- Deadzone in front of Byakuya. Forward jumping/assaulting at the inner tip of this move's range will cause it to whiff entirely.
- Cancellable into Chain Shift on whiff.
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.
- Whiffs point blank midscreen.
- Another option to call out crouch shields in blockstrings aside from assault j.C.
- Only cancellable with Chain Shift, and extremely unsafe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | High | CS | Crumple on grounded hit, Knockdown on air hit | GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | 4 | 34 | 67 | -20 | - |
A slower version of Byakuya's Force Function with the attack moved further forward.
- No notable use case.
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.
- Very good oki for a throw, giving Byakuya enough time to set a web and dash up to continue his offense when in the corner.
- It's possible for Byakuya to throw the opponent into webs, snaring them for a full combo.
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.
- Useful for positioning opponents so that they get snared by webs placed awkwardly close by.
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 | - |
A followup to Byakuya's throw that leaves the opponent about a half-screen's length behind Byakuya.
- Has the longest knockdown out of Byakuya's throws, so if you want optimal oki off a throw in the corner you should input 4AD~7.
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 |
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.
- Shorter range but less recovery than 236B, and 1f faster startup.
- Staple in Byakuya's combos.
- If spaced at tip range, difficult for 6 frame buttons to punish.
- Extremely long cancel window, letting Byakuya frametrap effectively with 236A~6X.
- Can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
- Cancelling into the 4A followup can be a good way to reset pressure against inexperienced opponents, but the gap leading into the web is enormous, so a good player will usually kill you for doing this.
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.
- This move is the same regardless of which button is pressed to input it.
- Byakuya leaps up much lower than 236B~6X, and is less - on block.
- Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
- Like the grounded version, doing this is very risky but useful against inexperienced opponents.
- Many characters with vertical reversals can use them to easily punish this move regardless of followup.
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.
- This move is the same regardless of which button is pressed to input it.
- Very unsafe on block, so be careful using this move without CS/meter for 22C to make it safe.
- Natural 1f gap between 236AA and 236AAA. Can be whiff cancelled with Chain Shift to bait any reversal.
- Mediocre oki as an ender. generally preferable to end with 236A~4A~X~A or 236A~4A~X~B
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.
- Has more forward movement and a larger hitbox than 236A, but more recovery.
- Very useful move for hit confirming.
- Launches on hit unlike 236A, and can juggle into 5A depending on range.
- Like 236A, can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
- Extremely long cancel window, letting Byakuya frametrap effectively with 236B~6X.
- It's large, forward moving hitbox can be good at catching jumps or assaults.
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.
- This move is the same regardless of which button is pressed to input it.
- Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
- This can be somewhat difficult to punish for some characters due to Byakuya's height, so you can sometimes get away with using his j.214X followups to continue pressure or return neutral, but don't rely on it.
- Many characters with vertical reversals can use them to easily punish this move regardless of followup.
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.
- This move is the same regardless of which button is pressed to input it.
- Very unsafe on block, so be careful using this move without CS/meter for 22C to make it safe.
- Natural 5f gap between 236BB and 236BBB that can be punished with throw even with Chain Shift available. You will have to cancel 236BB while airborne to keep the string gapless.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2060 | Mid | (CS) | Vacuum, Knockdown on last hit | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+4 | 4, (18), 6, (16), 4, (14), 6, (15), 10, (6), 6 | 33 | 145 | -21 | 1~3 Full, 4~11 Strike, Projectile |
A 27-hit string ending in a knockdown.
- Byakuya's primary reversal.
- Excellent horizontal range for how fast it is.
- Doesn't have full throw invuln, so it will occasionally lose to throws or command grabs.
- The first hit has a very strong suction effect, making this move good for punishing extended hurtboxes after CS.
- Can whiff against jumping or assaulting opponents if not timed properly.
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.
- Easily jumpable on reaction if opponent is aware of it, but a bit difficult to punish if they have a web above them (requires air shield on the web they jump into).
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 | - |
Byakuya punches the ground, summoning spikes a set distance away that hit low. Similar to his 236X series, it is cancellable into web sets (including on whiff) with 4X.
22A summons spikes at around tip 5B range. Whiffs point-blank midscreen.
- Safer on block than all of Byakua's other moves at its tip range, and difficult to contest for some characters if they have a web above them.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Low | -EX-, -CS-, -UNQ- | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | 46 | -9 | - |
22B summons spikes around tip 5C range, and is -9 instead of 22A's -4.
- A third usable low in a blockstring with more range than 2B and 2C, significantly extending Byakuya's threat range against crouching opponents with a web above them.
- Despite being -9, extremely difficult to punish on block without shielding it when spaced at tip range.
- Allows for hit confirms off tip 2B/5C hits at spacings that 2C -> 236B would whiff at.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1998 | Low | (CS) | Launch, Tracking | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+10 | - | - | 81 | -3 | - |
Byakuya summons 3 sets of spikes that all hit low and track the opponent's location on flash.
- Extremely strong tool to threaten against zoners/upbackers.
- While 66C does allow for resourceless pickup on hit, this move becomes much more threatening when Byakuya has Vorpal, as cancelling it into Chain Shift on hit allows for a 66C pickup from anywhere on the screen.
- Will whiff on opponents forward/back jumping at the apex of their jump.
- Unlike 22A/22B, its only cancel option is into Chain Shift on hit.
- Due to not being cancellable at all on whiff and its long duration, characters with varied air movement options can force this move to whiff for a punish.
- Using Creeping Edge (3D) on flash also causes the move to whiff to guarantee a punish.
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 | - | - |
Byakuya snares the opponent in a giant web before performing a multi-hitting super attack.
- Can be jumped after the super freeze.
- +56 on hit.
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 | 1F |
2C/5C | 5B(w) 5BB | 6F |
236B | 236B~6X | 1F |
236B~6X | 236B~6X~6X | 5F |
236A~6X | 236A~6X~6X | 1F |