Under Night In-Birth/UNI2/Phonon: Difference between revisions

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=====236X=====
=====236X=====
{{MoveDataCargo
{{MoveData-UNI2
| title    = Sliding Affliction
|versioned=input
| subtitle = 滑走アフリクト
|command=236X
| input   = {{#invoke:InputsUNI|toIcons|236X}}
|input=236A, 236[A], 236B, 236[B], 236C
| images  =  
|236A=
{{MoveDataCargoImage|ph_236a|caption=}}
| hitboxes =
| info    =
{{AttackDataCargo-UNI2/Query|ph_236a}}
A simple ground-wave type fireball.
A simple ground-wave type fireball.
* Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.  
* Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.  
Line 523: Line 519:
* Can be jumped or assaulted over. However it's EX cancelable on whiff, so if you're quick you can police jumps with 623C.
* Can be jumped or assaulted over. However it's EX cancelable on whiff, so if you're quick you can police jumps with 623C.
* Canceling into 22B+C makes it EXTREMELY plus (+12 point blank), superflash lets you check for jumps and punish with install-buffed 623x, and starts install pressure.
* Canceling into 22B+C makes it EXTREMELY plus (+12 point blank), superflash lets you check for jumps and punish with install-buffed 623x, and starts install pressure.
{{AttackDataCargo-UNI2/Query|ph_236a_ic}}
|236[A]=
A slower, 3-hit version of 236A. Freezes opponent in place briefly on hit.
A slower, 3-hit version of 236A. Freezes opponent in place briefly on hit.
* Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
* Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
* As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
* As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
{{AttackDataCargo-UNI2/Query|ph_236b}}
|236B=
A quick-moving ground-wave fireball.
A quick-moving ground-wave fireball.
* Like 236A, but faster and more negative on block.
* Like 236A, but faster and more negative on block.
* Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
* Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
{{AttackDataCargo-UNI2/Query|ph_236b_ic}}
|236[B]=
A quick-moving 3-hit fireball. Freezes the opponent in place briefly on hit.
A quick-moving 3-hit fireball. Freezes the opponent in place briefly on hit.
* Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
* Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
* Not commonly used during pressure, though as it's usually minus.
* Not commonly used during pressure, though as it's usually minus.
* Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
* Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
{{AttackDataCargo-UNI2/Query|ph_236c}}
|236C=
Very fast EX version of the fireball.
Very fast EX version of the fireball.
* Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.
* Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.

Revision as of 03:58, 15 February 2024

Uni2 profile phonon.png

Story

Drunk on visions of comic book superheroics after acquiring a powerful EXS, Phonon frolicked along in the Night.

Her high spirits gave her the momentum she needed to defeat the evil boss--in turn boosting her confidence and pushing her even further.
That's when the foul Re-Birth appeared, plotting his Immortalize--his plan to bring the world to an end by flooding it with Voids.
But Phonon greeted the catastrophe with a smile: ""Now THAT'S what I'm talking about!""
Ignoring her orders from the EFG, Phonon throws herself into the Night.

"I never played well with others anyway!"

Let's go crazy on this final stage, okay, partner?

Gameplay

Phonon boasts some of the best long-range normals in the entire game. She can easily dominate the entire screen, pushing and pulling foes to get them exactly where she wants them. Played well, Phonon's pressure game is extremely oppressive, with no clear way out; and any mistake can be punished harshly with her high-damage combo game. On the flipside, she's not great at dealing with pressure herself, lacking fast normals or meterless reversals to get out of a jam.

Strengths Weaknesses
  • One-of-a-kind Pressure Game: Incredible range and stagger windows on most of her buttons, as well as great projectiles. Can be difficult to challenge her pressure reset options at range, or even get in at all in some cases. Great throw with high frame advantage and good damage. Surprising array of gimmicks and knowledge-checks. Fast overhead with resources, using Assault j.A CS. j.4B can be used for cross-ups. With meter, can mash 22BC to be plus whenever she feels like it.
  • Strong Air Game: Phonon's air normals are incredible: jA, j[B] and jC give her incredible control of neutral even while airborne. Her j236X air fireballs are also extremely powerful. If that's not enough, she even has the j22X series, giving her extra air mobility and cancel options from her other aerial moves.
  • Flexible Hit-Confirms With Good Reward: Above-average damage output, with fantastic metered combo enders. Can easily convert almost any hit into a high-damage combo without resources, or an even higher damage combo with them.
  • Great Stabilizers: Vacuum normals and snaring specials give her a high degree of control over her opponent's position, allowing for easy pressure and hitconfirms from any screen position.
  • Powerful Meter Usage: 623C is one of the best combo enders in the game, while 236C and j236C are extremely fast and very plus, allowing her to secure frame advantage or hit-confirm into a damaging combo from almost anywhere. 22BC is the crème de le crème - on cancel, it's almost always plus, and on hit it generally allows for a highly damaging combo. That's good enough, but it also powers up her 236A/B and 623A/B by an incredible degree for several seconds too!
  • Unreliable Anti-Airs: Her anti-airs have slow startup and/or wonky hitboxes that can make their use on reaction or in throw OSes difficult. They lead to high damage on hit, though!
  • Weak Abare: No meterless reversal and no 5F normals can make it hard to shake off pressure. 2A and 5A have good range, but 6F startup.

Character Stats

Health Smart Steer Route
10400 5A > 5B > 2C > 236B > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
950 -860 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
6 2200 150 3300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 32 -42642 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • None.
Vorpal Trait
  • Force Function startup decreased (17F -> 13F).
  • Force Function Head invincibility begins sooner (10F -> 7F).
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
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
200 Mid 6 2 13 -3 N, SP, EX, CS Strike
A quick swipe with the whip.
  • Hits above and in front of Phonon.
  • Great option to mash out of pressure, as it has quite good range for a 6F normal.
  • Large stagger window, good for tick-throws up close. 4A can be input to prevent Smart Steer
  • Allows Smart Steer, which can be used to reuse 5B, 5BB or 5C in pressure.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B 490 Mid 10 3 18 -5 N, SP, EX, CS, -UNQ- Strike
An advancing whip swing.
  • Can be canceled into 5BB on whiff or hit.
  • Good combo starter.
  • Large stagger window.
  • Only -5, and advances Phonon forward slightly, so dash throw after or just no cancelling are reasonable options.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B~B 480 Mid 12 4 24 -10 N, SP, EX, CS Strike
A followup to 5B, Phonon steps forward and swings again, taking up a giant slice of the screen.
  • Great combo filler, makes hitconfirming easy.
  • Fairly negative on block, so it should be rebeated or canceled into something else.
  • Stagger window is actually very narrow, and 4B and C buttons are the only normals that can frametrap afterwards. 6FF will also work; charged fireballs will leave a big gap.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 30 /Data#5B
5B~B 39 Launch /Data#5B~B
5B :

5B~B :


5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 570, 570 (1071) Mid, Low 12 4, (9), 3 15 -2 N, SP, EX, CS Strike
A two-part whip attack. First hit is a mid, the second is a vacuum.
  • Very useful in pressure; a high-damage starter that vacuums, is easy to confirm off of, and is only -2 on no-cancel.
  • Rebeating the first hit is a good way to reset pressure. Rebeating the second hit should generally be avoided, as it makes the move much more negative.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5[C] 570, 710 (1194) Mid, Low 12 4, (16), 3 17 -2 N, SP, EX, CS Strike
Charged version of 5C. The second hit is delayed.
  • Often used as combo filler, as it does great damage.
  • Also useful in pressure; the delay causes the second hit to frametrap automatically.
  • The stagger window is worse than uncharged 5C's, but the vacuum is much better. It's still only -2 if left uncanceled though.
  • Generally can only frametrap with 4B or 6FF afterwards, and 4B whiffs on some characters crouching up close.
  • Will only connect both hits as a combo on counter-hit or air hit.
  • A practical midscreen max-damage starter for DP punishes and similar things.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 42 Vacuum, Launch /Data#5C
5[C] 51 Vacuum, Launch /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 Low 6 2 13 -3 N, SP, EX, CS Strike, Foot
A quick crouching kick.
  • A 6f low with far reach.
  • Great stagger window, and can cancel into itself.
  • Useful for tick-throws, starting pressure after dashing in, and for mashing out of pressure when your opponent is up close.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 Mid 9 3 18 -5 N, SP, EX, CS Strike, Foot
A crouching whip swipe.
  • Phonon's only crouching mid. Has foot property, so it can still be low crushed.
  • Huge stagger window and only -5, but it has a fair bit of pushback. Dash up throw afterwards is a pretty decent option once your opponent respects it. Dash throw (6AB~D) can be used to tick throw with it point blank.
  • Slightly faster than 5B, but has slightly less range. Commonly used to mash out of pressure when 5A won't reach.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
600 Low 11 4 23 -10 N, SP, EX, CS Strike, Foot
A big sweep with the whip.
  • Has great range for a low, can be used to catch people walking back in neutral.
  • Also a pretty decent mash option if they push themselves far out, it's quite fast for its range.
  • Lots of recovery on no-cancel or whiff, but has an extremely long stagger window and good rebeat data.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 High, Air Shield 8 4 11
[2 on landing]
Varies N, SP, EX, CS Strike, Head
A quick aerial slash that extends quite far down.
  • With Vorpal, can use Assault j.A -> Chain Shift for an overhead that is quite hard to react to. Can be CS canceled on block.
  • Can be used while rising to cover your jump; you have time to perform another move in the air afterwards (except j.[C])
  • j.A j.C and j.A j.236A are a great low-committal ways to cover space in neutral.
  • Useful in 171a~d OS. Confirms into j.236C on hit, beats a lot of up close neutral CS options.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jB 420 High, Air Shield 10 2 22
[3 on landing]
Varies N, SP, EX, CS Strike, Head
A jumping whip strike.
  • Not too useful; mostly combo filler for situations where jC is too slow.
  • Can't combo off Assault j.B, unless you delay it quite a bit or it counter-hits.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j[B] 610 High, Air Shield 18 4 17 Varies N, SP, EX, CS Strike, Head
Phonon's new charge j.[B] in UNI 2
  • Massive hitbox with fast startup. Hurtbox displacement from jumping makes it a strong option for mashing out of pressure.
  • Great air to air option, hit confirmable into j.3[C] from anywhere, even while jumping backwards.
  • Floats Phonon in the air while active.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 33 /Data#jB
j[B] 39 /Data#j[B]
jB :

j[B] :

j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jC 590 High, Air Shield 13 4 14
[4 on landing]
Varies N, SP, EX, CS Strike, Head
A long whip attack that takes up a big chunk of the screen.
  • Useful tool for zoning characters out, or attacking them air-to-air.
  • Also a great assault button; covers a big distance, and is plus as long as it's not shielded.
  • Good in combos where you can't j[C], too.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j[C] 750 High, Air Shield 20 4 16
[4 on landing]
Varies N, SP, EX, CS Strike, Head
A gigantic whip attack that crosses almost the entire screen.
  • Fantastic combo tool; it does good damage and launches opponents towards you.
  • Floats Phonon in the air while active, can be used to delay your landing to trick opponents.
  • Can be difficult to use as a starter without enough forward momentum or meter.
  • Will not float as much if used from assault, but is difficult to combo off of on hit and is less advantageous than uncharged j.C.
  • Has very low recovery, on whiff you can usually perform another air action (e.g. assault)
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 30 /Data#jC
j[C] 39 Launch /Data#j[C]
jC :

j[C] :

Command Normals

j.3[C]
j3[C]
j3UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
750 High, Air Shield 20 4 16
[4 on landing]
Varies N, SP, EX, CS Strike, Head
Variant of j.[C], floats slightly less vertically but gives Phonon a boost to horizontal momentum.
  • Useful to continue pressure or combo after j.22X series or j[B].
  • Much easier to use as a starter compared to j.5[C].
  • Can only be performed with backwards or neutral momentum; if performed after forward jump/or assault, it will behave the same as j.5[C].
  • Floats phonon less than j.5[C].
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 Launch /Data#j3[C]
j3[C] :
4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
480 Mid 14 2 35 -19 N, SP, EX, CS Strike
Phonon's second most notorious normal, a vacuuming whip pull with incredible range.
  • Very negative on no-cancel, but is rebeatable and has a great stagger window.
  • Vacuum is relatively small, similar to 5C.
  • Phonon moves backwards during this move's recovery, but the backwards movement is negated if the move is canceled into anything else.
  • Can be used to easily convert stray hits into combos, easily hit-confirm in pressure, or poke at your opponent in neutral.
  • Has some damage proration, so it often lowers combo damage slightly compared to other buttons.
  • Canceling into 22BC can be used to throw green shields.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Vacuum, Launch /Data#4B
4B :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Low 16 10 22 -14 (N), SP, EX, CS Strike, Foot
Possibly the most notorious normal in all of UNI; a sweep that covers 90% of the screen.
  • Can be used to check your opponent's movements from fullscreen, though you'll be left vulnerable if they jump or assault. Good at challenging full-screen Concentrates or other long-distance options.
  • Limited cancel options on block; can only be canceled into specials or force functions.
  • Can also be used as a frametrap in pressure; it's slow, a low, and very active. It's especially good at calling out backdash attempts. Canceling into 236B allows you to hitconfirm with 236C from almost anywhere.
  • However, most of all it's useful combo filler: it has exactly the same combo properties as 2C, with great damage and low proration, so it sees use in almost every combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 Knockdown /Data#3C
3C :
j.2B
j2B
j2B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j2B 320 High, Air Shield 8 4
[3 on landing]
Varies N, SP, EX, CS Strike, Head
A kick that causes Phonon to bounce off the opponent.
  • Very quick, but won't hit crouchers if performed immediately out of an Assault.
  • Allows for a wide variety of crossup shenanigans to catch opponents unawares.
  • Shield is a relatively strong option against this move, though not without risk.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j2[B] 470 High, Air Shield 15 3
[3 on landing]
Varies N, SP, EX, CS Strike, Head
Like j.2B, but slams them straight into the floor instead.
  • Used in 99% of Phonon's combo routes, due to its useful ground-bounce property.
  • Also pretty excellent when used with Assault; it's Phonon's highest-damage Assault starter, and is advantageous on block if unshielded. Used late, it can be +1 on shield.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j2B /Data#j2B
j2[B] Ground Bounce /Data#j2[B]
j2B :

j2[B] :

j.4B
j4B
j4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
470 High, Air Shield 10 2 12
[3 on landing]
Varies N, SP, EX, CS Strike, Head
Phonon turns around in the air and stabs with her whip.
  • Best option to remove landing recovery from Assault and jump; will almost always whiff on opponents in front of you, and hits opponents dashing under assault/jump. Commonly used to crush reactionary stand shields.
  • Allows Phonon to cover space behind her. Jumping past > j.4b crushes a lot of throw OS's, j.5[C] past opponents > j.4b will beat out a lot of whiff punish attempts.
  • Physically turns Phonon around; will steal the corner from opponents and can be used to Assault backwards. Often used in corner steal mixups on blocking opponents, must be done after recovery animation finishes to steal the corner.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 Vacuum /Data#j4B
j4B :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
66B 749 Mid 14 4, (4), 6 22 -9 SP, EX, CS Strike 4~13 , 20~40 Throw, 9~13 Foot, 20~27 Head
A dashing handspring kick. Hits twice; once when Phonon leaves the ground and again at the peak of the jump.
  • Has incredible property invincibility, crushing lows and throws during the first hit and anti-airing during the second.
  • On block, the second hit can be canceled into j.236A to gain frame advantage, or canceled into j.22X for a high-risk frametrap situation.
  • Can also be canceled into CS, allows for a mixup afterwards with jA/j2B/empty 2A/empty j4B throw.
  • If the second hit is shielded, Phonon cannot special cancel and is helpless (unless she has CS). Shielding the first hit does nothing special.
  • Canceling the first hit into 22B+C is plus on block and can be used to crush shield attempts on the second hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
66[B] 840 High 28 6 30 -13 N, SP, EX, CS Strike 4~13 , 28~56 Throw, 9~13 Foot, 28~35 Head
A slow overhead handspring kick. Has only one hit, compared to the uncharged version's two.
  • Retains some of the invuln properties from the uncharged version, but the property invincibility properties run out before the move actually becomes active.
  • On block, can be canceled into j.236A to stay safe, or j.22X for a riskier frametrap option.
  • Can also be canceled into air normals; j2[B] is generally the best option.
  • Like with 66B, if the kick is shielded, Phonon can only CS cancel.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
66B 49 Launch /Data#66B
66[B] 63 Launch /Data#66[B]
66B :

66[B] :

66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
540 Mid 12 6 24 -9 SP, EX, CS Strike
Phonon slams the opponent with her whip's handle.
  • Mostly used as a combo tool - 66C 623B is an extremely common combo piece.
  • On block, can be canceled into 6B+C or 236[A] to start pressure and/or frametrap.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 Wall Bounce /Data#66C
66C :

Universal Mechanics

Force Function

Impulsive Frustration
衝動フラストレート
B+C
UNI Phonon BC.png
UNI2 Phonon BC Hitbox.png
Hitboxes Off
Hitboxes On
B+C
Impulsive Frustration
Damage Guard Cancel Property Cost Attribute
1245 Mid SP, EX, CS Ground Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
17 9, (6), 5 19 - -6 10~25 Head
B+C
Impulsive Frustration (Vorpal)
Damage Guard Cancel Property Cost Attribute
1245 Mid SP, EX, CS Ground Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
13 9, (6), 6 19 - -6 7~21 Head

Phonon spins her whip over her head, then slams it to the floor with an explosion.

  • A slow but highly active anti-air. Can combo off the groundbounce afterwards.
  • Gains improved startup and invuln properties in vorpal, making it a little bit more reliable.
  • Can be used as an Anti-air/Throw OS with B+C~A+D input.
  • Best used pre-emptively, as it has such long startup - it's definitely possible to use on reaction, but it's slow, so you had best react fast!
Impulsive Frustration
衝動フラストレート
UNI Input Hold.png[B]+UNI Input Hold.png[C]
UNI Phonon BC.png
UNI2 Phonon BC Hitbox.png
Hitboxes Off
Hitboxes On
[B]+[C]
Impulsive Frustration (IC)
Damage Guard Cancel Property Cost Attribute
2140 Mid SP, EX, CS Wall Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
17 27, (5), 5 19 - -6 10~43 Head
[B]+[C]
Impulsive Frustration(IC Vorpal)
Damage Guard Cancel Property Cost Attribute
2140 Mid SP, EX, CS Wall Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
13 27, (5), 6 19 - -6 7~39 Head

Phonon spins her whip for even longer and the final explosion is even bigger.

  • Holding the button makes it last longer; releasing it at any time before the final hit will give the same groundbounce as the uncharged version.
  • Holding it until the last hit now wallbounces the opponent, letting you easily combo afterwards with 22A j236A.
  • Great starter for punishing DPs and the like. Massive hitbox that does 2140 damage by itself and can be comboed out of easily.

Force Function Variant

Echoing Reiterate
残響リーテレート
6B+C
UNI Phonon 6BC.png
UNI2 Phonon 6BC Hitbox.png
Hitboxes Off
Hitboxes On
6B+C
Echoing Reiterate
Damage Guard Cancel Property Cost Attribute
943-1026(jf) Mid UNQ, SP, EX, CS Launch 1 GRD

0.5 GRD in Vorpal

Strike
Startup Active Recovery Overall Advantage Invul
11 2(8)2(14)2 30 57 -3 -

Phonon's alternate Force Function; she strikes three times with the whip, and can perform a followup after the third hit.

  • Very strong as a meaty or in pressure; its hitbox is very disjointed, and it can be EX canceled even on whiff. With meter, you can react to the superflash of wakeup specials with DP or IW.
  • All three hits are Special, EX and CS cancelable; the last hit gains the followup options on top of that.
  • Followup can be input at any time during the move and it will automatically come out after the third hit, as long as the move connects; they have no stagger window and will always come out at the same timing,
  • On hit, pressing a button as the whip makes contact causes a particle effect, slightly improving the damage but greatly improving the scaling. On 6FF starter combos, hitting these just frames results in a huge damage increase.
  • Canceling into 22B+C is extremely plus and can be used to crush shield attempts.
Echoing Reiterate
残響リーテレート
6B+C~A
UNI Phonon 6BC+A.png
UNI2 Phonon 6BC+A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
176-228(jf) Mid N, SP, EX, CS Vacuum, Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 3 20 35 -5 -

A huge vacuuming sweep, similar to the second hit of 5C.

  • Has a comparable vacuum to 5[C], but the stagger window is much better.
  • Is Normal cancelable, allowing Phonon to resume or extend pressure.
  • You can knowledge-check opponents by going into 2A or 2C; they'll have to fuzzy guard in case you do 6B+C~B. Savvy opponents will switch to low-block on reaction to this move, so don't rely too heavily on this.
Echoing Reiterate
残響リーテレート
6B+C~B
UNI Phonon 6BC+B.png
UNI2 Phonon 6BC+B Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 High EX, CS Ground Bounce - Strike
Startup Active Recovery Overall Advantage Invul
16 4 22
[13 on landing]
41 -8 -

Phonon jumps at the opponent with an animation similar to air-fireball. Hits overhead.

  • Lightning-fast, unreactable gapless overhead.
  • Leads into good damage on hit, but is unsafe on block without resources.
  • Decent as a combo-ender; it gives a closer knockdown than 214AA and doesn't cost much damage.
  • The overhead is very fast, but Phonon has no quick low option from 6FF, so the high/low mixup here can be fuzzy-guarded reliably.
  • Can be canceled into CS or j.236C to gain plus frames and reset pressure up close. CS cancel offers similar mixups to 66b CS.
Echoing Reiterate
残響リーテレート
6B+C~C
UNI Phonon 6BC+C.png
UNI2 Phonon 6BC+C Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
329 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
9 2(8)2(8)2(8)3 29 50 -12 -

Phonon swings four more times with a similar animation to the first three hits.

  • Like with the first hits, timing inputs as the whip makes contact with the opponent will improve the damage.
  • Can be special-canceled on all four hits, and normal-canceled on the last hit.
  • 6FF-C 5A is Phonon's least negative rebeat option, and the final hit has a very long stagger window.
  • Great for scamming time, and builds a solid amount of meter as a combo ender, but generally sees less use than the other options. Comboing into 5A+B extends duration even further, but costs a block of GRD to use at the end of a combo.
Steer Ender
5A+B
5A+B
UNI Phonon 5AB.png
UNI2 Phonon 5AB Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- Mid CS Ground Bounce Varies Strike
Startup Active Recovery Overall Advantage Invul
- - - - -4 -
Can only be canceled into. Very large hitbox while advancing far forward. Can be used to combo out of mid-far range 3C without meter.
Throw
Throw
投げ
A+D
UNI Phonon AD.png
UNI2 Phonon AD Hitbox.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1635 Unblockable - Knockdown - -
Startup Active Recovery Overall Advantage Invul
4 1 26 30 +46 -

Phonon chokes the opponent with her whip, then kicks them away.

  • Can't combo afterwards, but Phonon's throw has very high frame advantage. You can quite easily safejump or set up a meaty afterwards.
  • The throw of strike/throw.
Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
UNI Phonon 214D.png
UNI2 Phonon 6ABC Hitbox.png
Hitboxes Off
Hitboxes On
6A+B+C
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Phonon ABC.png
A+B+C
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
A+B+C
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.
A+B+C
Cross Cast Veil Off
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

22B+C
Enhanced Augmentation
Requires 100 EXS
22B+C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 - 4 0 12 - - - -
Phonon's install
  • Lasts ~20 seconds, duration decreases every time you use a special during it (~3-4 specials)
  • Buffs 236X, j236X, 623X; Increased damage, better framedata on block, more untech time, adds an additional hit
  • Startup can be used as a pseudo-CS, making 236X/623X/214X extremely plus. Recovery is low enough to use the superflash for checking green shields/jumps.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
16 - /Data#22B+C
22B+C :
236X
Sliding Affliction
滑走アフリクト
236X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 800 / 1184(i) Mid, Air 18 30 -2 / +4(i) EX, CS Strike, Projectile
A simple ground-wave type fireball.
  • Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.
  • Usually plus on block when spaced out. 6FF(2) 236A is generally plus and hard to challenge.
  • Can be jumped or assaulted over. However it's EX cancelable on whiff, so if you're quick you can police jumps with 623C.
  • Canceling into 22B+C makes it EXTREMELY plus (+12 point blank), superflash lets you check for jumps and punish with install-buffed 623x, and starts install pressure.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236[A] 928 Mid, Air 25 34 +1 EX, CS Strike, Projectile
A slower, 3-hit version of 236A. Freezes opponent in place briefly on hit.
  • Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
  • As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 800 / 1184(i) Mid, Air 14 36 -8 / -2(i) EX, CS Strike, Projectile
A quick-moving ground-wave fireball.
  • Like 236A, but faster and more negative on block.
  • Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236[B] 1206 Mid, Air 21 40 -5 EX, CS Strike, Projectile
A quick-moving 3-hit fireball. Freezes the opponent in place briefly on hit.
  • Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
  • Not commonly used during pressure, though as it's usually minus.
  • Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
1560 Mid, Air 1+8 30 +19 CS Strike, Projectile
Very fast EX version of the fireball.
  • Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.
  • Can be used to combo off of certain moves that normally can't be followed up (e.g. full-screen 3C).
  • Has enough hits to blow straight through most other projectiles in the game, too. (Most! Watch out for projectiles with many hits like Vat EX ball and Hyde EX Laser)
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 48 Launch /Data#236A
236[A] 59 Snare /Data#236[A]
236B 50 Launch /Data#236B
236[B] 61 Snare /Data#236[B]
236C 39 Snare /Data#236C
236A :

236[A] :

236B :

236[B] :

236C :

j.236X
Sliding Affliction (Air)
滑走アフリクト
j236X
UNI Phonon j.236X.png
j236A
Sliding Affliction (Air A)
Damage Guard Cancel Property Cost Attribute
800 / 1184(i) Mid, Air EX, CS, UNQ Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
16 - 8 on landing - +4 / +16(i) -

Slow, aerial version of Phonon's fireball that preserves whatever air momentum Phonon had before using it.

  • Staple of Phonon's neutral. Covers space well and is extremely plus on block and easy to hit confirm off of.
  • +4 on block at a minimum if used while rising or falling, increased further with distance or install.
  • Common combo filler for advanced Phonon routing, and a very good starter as well.
  • Can also be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
j236B
Sliding Affliction (Air B)
Damage Guard Cancel Property Cost Attribute
800 / 1184(i) Mid, Air EX, CS, UNQ Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
16 - 8 on landing - 0 / +12(i) -

A quick-moving aerial version of Phonon's fireball.

  • Causes Phonon to flip forward after throwing, overwriting her previous air momentum.
  • TK fireball is neutral on block from point blank; it's plus if spaced further than that.
  • Fireballs performed from normal jump height are generally negative, but usually not punishable unless Phonon lands super close to the opponent.
  • Common combo filler for advanced Phonon routing and hit-confirm OSes, and a good starter too.
  • Can be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
j236C
Sliding Affliction (Air C)
Damage Guard Cancel Property Cost Attribute
1560 Mid, Air CS Snare 100 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
1+7 - 8 on landing - +28 1~3 Throw

Very fast EX air fireball.

  • Extremely fast and high advantage on block.
  • Can make risky air actions safe (e.g. 6B+C~B).
  • Tanks combo damage, but can allow combo pickups that would otherwise be impossible (e.g. max distance j.5[C] hit).
  • Very useful to combo off j.A hits too.
623X
Guidance Ascension
誘導アセンド
623X
UNI Phonon 623A.png
A Version
UNI Phonon 623B.png
B Version
UNI Phonon 623C.png
EX Version
UNI Phonon 623A Hitbox.png
A Version
UNI Phonon 623B Hitbox.png
B Version
UNI Phonon 623C Hitbox.png
EX Version
Hitboxes Off
Hitboxes On
623A
Guidance Ascension (A)
Damage Guard Cancel Property Cost Attribute
1224 / 1560(i) Mid EX, CS Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
9 12 25 45 -6 / -2(i) 1~15 Dive, 5~15 Head

A pillar of light appears in front of Phonon.

  • Hits quite high, is very active and has very good invincibility properties. A pretty solid anti-air all around, great meterless option to use post-CS.
  • Can usually combo afterwards with 5A.
  • Has instant Dive invuln, but the Head invuln doesn't kick in until a few frames afterwards.
623B
Guidance Ascension (B)
Damage Guard Cancel Property Cost Attribute
1314 / 1661(i) Mid EX, CS Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
11 12 27 49 -8 / -4(i) 7~17 Dive, 7~17 Head

The pillar appears far away from Phonon, about half-screen distance.

  • A very useful tool for checking movements at a distance.
  • Although it's minus on block, many characters will struggle to meaningfully challenge afterwards due to its range.
  • Still retains some anti-air invulnerability properties, but they're rarely relevant.
  • Very high damage combo starter with resources (22C, 22BC or CS), and common combo filler for advanced routes. Immediate cancel into 22BC or CS is extremely plus, which makes Phonon extremely threatening to press against when she has meter or CS.
623C
Guidance Ascension (C)
Damage Guard Cancel Property Cost Attribute
1921 Mid (CS) Knockdown, Counter State 100 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
9 12 42 62 -19 1~15 Full

A much bigger, wider pillar of light with startup invincibility.

  • Phonon's main reversal tool, also her best metered combo ender. Massive untech time and high base damage.
  • You can always sideswap afterwards by dashing under the opponent while they're caught in the pillar.
  • It gives a very advantageous knockdown too; even after a dash-under you still have time for a meaty.
214X
Tuning Satisfaction
調律サティスファクト
214X
UNI Phonon 214A.png
A Version
UNI Phonon 214B.png
B Version
UNI Phonon 214C.png
EX Version
UNI2 Phonon 214A Hitbox.png
A Version
UNI2 Phonon 214B Hitbox.png
B Version
UNI2 Phonon 214C Hitbox.png
EX Version
Hitboxes Off
Hitboxes On
214A
Tuning Satisfaction (A)
Damage Guard Cancel Property Cost Attribute
610 Mid EX, CS, UNQ - - Strike
Startup Active Recovery Overall Advantage Invul
9 6 24 38 -5 -

Phonon swings her whip while stepping forward.

  • Generally used as a combo ender using the follow-up.
  • Can be used on its own for risky tick-throw setups, as it's a rare advancing move and only -5.
  • The second part of the rekka can be delayed to frametrap.
214A~X
Tuning Satisfaction (A~X)
Damage Guard Cancel Property Cost Attribute
1403 Mid EX, CS Ground Bounce - Strike
Startup Active Recovery Overall Advantage Invul
11 4, (14), 5 33 66 -16 -

Phonon follows up her first swing with two more while walking forwards.

  • Gives a good knockdown as a combo ender, or you can spend meter with 623C afterwards.
  • Very unsafe on block without resources.
  • Can be used in specific combo routes, which usually
214B
Tuning Satisfaction (B)
Damage Guard Cancel Property Cost Attribute
610 Mid EX, CS, UNQ Launch - Strike
Startup Active Recovery Overall Advantage Invul
10 6 29 44 -10 5~10 Dive, 7~10 Head

Similar to 214A, but Phonon swings the whip diagonally upwards.

  • A very good antiair; the head invulnerability is slightly slower than 623A's, but the move covers more horizontal range.
  • Unfortunately it can be inconsistent, opponents occasionally drop out behind Phonon or just cross over her without being hit.
  • Unlike 214A, the first hit is very unsafe on block.
  • The followup can be delayed to frametrap.
214B~X
Tuning Satisfaction (B~X)
Damage Guard Cancel Property Cost Attribute
1403 Mid EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
10 4, (14), 5 31 63 -14 2~ Dive, 11~ Head

Phonon swings her whip twice more while walking forwards.

  • Has a gigantic hitbox, especially horizontally, plus some extra head/dive invulnerability.
  • Very unsafe on block without resources, and generally can't combo afterewards without resources either.
  • With resources (22C or CS), very high damage output as a starter; generally your most rewarding anti-air option.
  • Can be used as a combo ender instead of 214A. If you don't use 623C afterwards the opponent can air tech, which can gain (or cost!) them some GRD.
214C
Tuning Satisfaction (C)
Damage Guard Cancel Property Cost Attribute
1968 Mid EX, CS Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
8 - - 70 -6 1~3 Throw

An EX whip rekka; Phonon hits the opponent multiple times before launching them into the air and exploding them.

  • Only does 3 hits on whiff/block.
  • Can be CSed on hit before the move completes. It won't kill until the last hit, so you can CS early to bank some meter for the next round.
  • Less damage, but more corner carry than 623C. Long animation, so it can be used to stall for cycle.
22X
Suppressive Restriction
抑制リストリクト
22X
UNI Phonon 22A.png
UNI Phonon 22B.png
UNI2 Phonon 22X Hurtbox.png
Hitboxes Off
Hitboxes On
22A
Suppressive Restriction (A)
Damage Guard Cancel Property Cost Attribute
1203 Mid, Air (last hit only) SP, EX, CS Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
25 12 29 65 -28 1~7 Throw

Phonon jumps back, explosively smashing her whip into the ground.

  • Mostly used for advanced high-damage routing.
  • Has some use as a risky frame-trap option, but it's often awkward to combo afterwards. On block, your opponent can collect easy GRD with risk-free greenshields.
22B
Suppressive Restriction (B)
Damage Guard Cancel Property Cost Attribute
1435 Mid, Air (last hit only) SP, EX, CS Launch - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
28 14 29 70 -15 1~10 Throw

Phonon jumps back, explosively smashing her whip into the ground, but farther away than the A version.

  • Generally used as part of corner combos for high damage.
22C
Suppressive Restriction (C)
Damage Guard Cancel Property Cost Attribute
1951 High, Air (last hit only) N, SP, EX, CS Launch, Tracking 100 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
1+22 12 30 64 -16 1~6 Throw

Phonon jumps back, explosively smashing her whip into the opponent. Tracks to their location, as long as they're in front of you.

  • Hits overhead, so can be used as a knowledge check for players who don't know to stand up after the super-flash.
  • Very high damage as a starter, if you can get it.
  • Practically speaking, mostly useful to extend combos from moves like 214B or 623B. It has been superseded a little by 22BC.
j.22X
Suppressive Restriction (Air)
抑制リストリクト
j22X
UNI Phonon 22A.png
UNI2 Phonon j.22X Hurtbox.png
Hitboxes Off
Hitboxes On
j22A
Suppressive Restriction (Air A)
Damage Guard Cancel Property Cost Attribute
1083 Mid, Air (last hit only) N, SP, EX, CS Launch, Tracking - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
21 - 11 on landing - - -

Air version of 22A; Phonon jumps higher into the air and her whip explosively smashes into the ground.

  • Appears at a fixed distance if used raw; tracks to the opponent if canceled from another move.
  • Moves Phonon quite far back horizontally.
  • Unlike grounded 22X, you can cancel into normals, so it's easier to continue pressure afterwards, but it does less damage.
j22B
Suppressive Restriction (Air B)
Damage Guard Cancel Property Cost Attribute
1311 Mid, Air (last hit only) N, SP, EX, CS Launch, Tracking - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
28 - 11 on landing - - 1~6 Throw

Air version of 22B; Phonon jumps higher into the air and her whip explosively smashes into the ground.

  • Appears at a fixed distance from Phonon if used raw, tracks to the opponent if canceled from another move.
  • Compared to j22A, Phonon jumps higher vertically, but doesn't go as far horizontally.
  • Can be canceled into air normals; usually j3[C] for combos or pressure.
  • Used often in optimal max-damage routing.
j22C
Suppressive Restriction (Air C)
Damage Guard Cancel Property Cost Attribute
1692 High, Air (last hit only) N, SP, EX, CS Launch 100 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
1+19 - 11 on landing - - -

Air version of 22C; Phonon jumps higher into the air and her whip explosively smashes into the opponent.

  • Tracks to the opponent, just like grounded 22C.
  • Can be used as a whiff punish tool of sorts, or used to delay your landing to avoid reversals.
  • Seperate move tracker from j.22a/b, can be used to stall landings even further.
  • Still hits overhead; but since you're airborne anyway, the surprise/knowledge check factor is reduced.

Supers

Infinite Worth

Binding Beatitude
拘束ビアティチュード
41236D
UNI2 Phonon 41236D.png
UNI2 Phonon 41236D Hitbox.png
UNI2 Phonon 41236D Miss Hitbox.png
Hitboxes Off
Hitboxes On
41236D
Binding Beatitude
Damage Guard Cancel Property Cost Attribute
3512 Mid - Knockdown, Counter State 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+8 - - 93 -22 1~26 Full

Fully invincible, huge and very active.

  • Extremely high damage in UNI2, often worth saving meter to end combos with this.
  • Lots of iframes, fantastic high damage reversal option.

Infinite Worth EXS

Complete Servitude
完全征服サービチュード
A+B+C+D
UNI Phonon ABCD.png
A+B+C+D
Complete Servitude
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
1+14 - - 67 -25 1~26 Full

Phonon 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

Rebeat Table
Attack Chain Advantage
5B, 2B, 5C(2) 5A/2A -5
5BB, 4B, 2C, 5C(1), 5[C](2), 6BC~A 5A/2A -3
6BC~C 5A/2A -1
Gap Table
Attack Chain Frame Gap
5A/2A 5C 1F
5C(2)/5B 3C 1F
5C(1) 5[C](2) 3F
5C(1)/2C/3C 236[B] 4F
66C 236[A]/22A 5F
66B(1) 236[A]/22A 6F
5C(1)/2C/3C 236[A]/22A 8F

Videos

External Links

Players to Watch

This is mainly a list of players of different skill levels from mid to high level. This allows players to study different play styles as well.

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
UNI Color Phonon 27.png
Aria
Twitter
Twitch
Canada
Canada
Active Very good at playing the Vorpal cycle. Responsible for a lot of early UNI 2 resources, very active in the Discord helping out new players.
UNI Color Phonon 5.png
Glacey
Twitter
United States
United States
Active Phonon player from the Midwest. VERY strong defense and very hard to open up.
UNI Color Phonon 13.png
LuFL
Twitter
Twitch
United States
United States
Active New York Phonon known for utilizing risky mix-ups and air setups. Extremely active in tournaments with VODs available from most majors.
UNI Color Phonon 16.png
Rippu
Twitter
Youtube
Japan
Japan
Active Strong Japanese player known for labwork and combo optimization. Posts combos to Twitter often, and is also the author of the Japanese Phonon wiki.
UNI Color Phonon 39.png
Silent
Twitter
Youtube
Twitch
Set playlist
United States
United States
Active Strongest Phonon player in North America by a large margin. Very strong fundamentals, plays aggressively and pushes for harder optimal combos. Streams often and posts labwork and combo optimization to Twitter.
UNI Color Phonon 37.png
Disco
Twitter
Twitch
United States
United States
Semi-active Phonon player from the East Coast. Very good at utilizing Phonon's tools in neutral. Mostly plays netplay.
UNI Color Phonon 1.png
LTP
Twitter
Youtube
United States
United States
Semi-active Lab monster. Responsible for making lots of resources and tech videos for Phonon in UNIST and UNICLR respectively. Very knowledgeable of UNI in general. Retired in CLR, but has been seen playing early UNI 2.
UNI Color Phonon 11.png
MateoKK (マテオKK)
Twitter
Youtube
Japan
Japan
Semi-active The strongest Phonon player in the world in UNIST. The highest placing Phonon at EVO 2019 at 9th place. When it comes to optimization, situational awareness, & knowledge of matchups and the system, he is unmatched. Retired in CLR, but is semi-active now with UNI2.
UNI Color Phonon 22.png
Clim
Twitter
Twitch
Canada
Canada
Inactive on character Historically has been one of the strongest and most consistent players in North America since EL. Very strong fundamentals and knowledge of UNI. Active, but mainly plays Merkava in UNI 2.
UNI Color Phonon 19.png
Eve
Twitter
Japan
Japan
Inactive on character One of the strongest players in Japan. Also known for their Mika and Hyde. Amazing artist as well. Active, but is mostly playing Hyde in UNI 2.
UNI Color Phonon 4.png
Peke (ぺけ)
Twitter
Youtube
Japan
Japan
Inactive on character The Rank 2 Phonon in UNIST. Very strong Japanese player with high situational awareness. Enters netplay tournaments occasionally. Active, but is mostly playing Chaos in UNI 2.
UNI Color Phonon 17.png
Thiago
Twitter
Twitch
Brazil
Brazil
Inactive on character Considered to be one of the strongest players in Brazil. Plays a very patient and methodical style. Very strong at running strike/throw offense. Active, but has been playing Yuzu in UNI 2.
UNI Color Phonon 36.png
Toratama (トラタマ)
Twitter
Youtube
Japan
Japan
Inactive on character Known for playing a large amount of characters. Mainly plays Phonon in tournaments. Results wise, considered the best Phonon in Japan in CLR. Active, but is mainly playing Orie in UNI 2.
UNI Color Phonon 3.png
Akibin Japan
Japan
Inactive Mainly seen in Clearlamp's streams. Very strong decision making and answers to lots of matchup interactions. Very good combos.

Colors

Default Unlocks

001 Snake Keeper
002 Purple Pain
003 Emerald Seaserpent
004 Sugar Lightning
005 Rosaceous Naga
006 Green Thorn
007 Navy Lindworm
008 Aiatar's Forest
009 Fafnir Rouge
010 Goddess Underworld
011 Twilight Nidhoggur
012 Cutie Quetzalcoatl
013 Lahamu Cherry
014 Lamia Amethyst
015 Ladon Brown
016 Wish of Melusine
017 Brilliant Leviathan
018 Egger Aitvaras
019 Kukulkan Green
020 Sunburned Itzama
021 Tiny Midgard
022 Hydra Swamp
023 Punane Pisuhand
024 Blame Vouivre
025 Azzurro Amphisbaena
026 Blessed Itzanma
027 Ouroboros Hue
028 Red Castle
029 Coatlicue Harvest
030 Hoydenish Breeze
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters