Under Night In-Birth/UNI2/Eltnum/Combos: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Combos: added 2B combos)
Line 50: Line 50:
| location      = {{Property-UNI|Anywhere}}
| location      = {{Property-UNI|Anywhere}}
| notes        =  
| notes        =  
*basic 5A 2C combo
*Basic 5A 2C combo
}}
}}
{{ComboData-UNI
{{ComboData-UNI
Line 71: Line 71:
| notes        =  
| notes        =  
*Midscreen combo with purple bullets.
*Midscreen combo with purple bullets.
}}
}}
===Midscreen B Starters===
{{ComboTable-UNI
|data=
{{ComboData-UNI
| combo        = 2B 2C 5[C] 421B j.[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3231
| cost          = {{Property-UNI|bullets}}: 11
| metergain    = 77.12
| oppmetergain  = 42.79
| location      = {{Property-UNI|Anywhere}}
| notes        =
*2B 2C combo
}}
{{ComboData-UNI
| combo        = 2B 2C j.[C] w.j2B 22A 5C 3[C] 236[B] 421B w.5A 2C(1) 22B 66C 22B 66C 22C
| basedamage    = 3443
| cost          = {{Property-UNI|bullets}}: 12 <span style="color: #ff00ff "> ENH needed: 2 </span>
| metergain    = 86.56
| oppmetergain  = 49.91
| location      = {{Property-UNI|Anywhere}}
| notes        =
*ENH route
}}
}}
}}
}}

Revision as of 17:30, 23 March 2024

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Notes

  • The TOTAL amount of Bullets used in the combo will be shown under the cost section, while the minimal amount of those bullets that must be Enhanced (ENH) will be shown right next to it.

Getting Started

The following is a list of Combos to start off with Eltnum that are recommended to learn. They are very complete and easy, having good corner carry, meter building and most common ender for the character. They also teach vital parts for her routes that you are going to still use in more advanced combos, since they still uses whiffed A normals, j.[C] links, midcrodashes and delayed ricochet shots. If you are interested in making Eltnum your main it's recommended that you start learning these and getting them in your muscle memory.

It is recommended that you at least go through the tutorial until intermediate level to get a simple idea on her tools.

Combo Damage Cost Meter Gain Location
  • This is the bare minimum combo that you need to learn in order to, well, at least do some damage to play the game!
  • It is an way simpler version of 5-1. You only need to delay a little bit for j.B, and the remaining is just mash your direction buttons. As long as you are close enough after 2C, you can combo into this simple aerial parts into bullet > reload.
  • An slightly more optimized combo of the above, this time instead of straight up 66C, we do a little more shooting.
  • Enhanced bullets do quite a bit more damage so you always want to aim for filling as many enhanced bullets as possible.

Combos

Midscreen A Starters

Combo Damage Cost Meter Gain Location
  • Basic 5A 2C combo
  • Midscreen AT ender. Uses few bullets so you don't have to reload.
  • Midscreen combo with purple bullets.

Midscreen B Starters

Combo Damage Cost Meter Gain Location
  • 2B 2C combo
  • ENH route
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters