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

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| character    =Wagner
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| data        =Wagner is a fairly scary character, but the matchup itself is fairly simple and, while there’s some info that’s important, it tends to be a fairly straightforward gameplan of try to hit her before she hits you.
 
Gameplan: Try to get your offense rolling before she gets hers going. Regardless, stay patient during her pressure and try not to take too many risks in neutral as she can really snowball the game. Gauge the risk/reward of your defensive options and be confident with your choices. Otherwise, run a fairly standard neutral/offensive gameplan.
 
Neutral: Wagner neutral is pretty simple. There are a few things to be worried about. Her 66C is pretty big and is a low, so you should be careful about walking in this matchup. A big brain j2B can be a hard callout, but it generally isn’t worth it. Her 236A is also pretty alright when they do throw it out , but is generally low reward without CS or meter, so don’t be too scared of it when Wagner doesn’t have resources. Assault is and forever will be an issue against any character, so be mindful of that. In general, you have much more control than in other matchups, and can stop her somewhat from approaching with 236As and 2Cs. However, these aren’t good enough to always keep her out and have too much counterplay to allow you to play a zoning gameplan. Instead, you can use those threats to keep Wagner blocking and dashblocking, and if she sits still, you can get in with a dash up 2B or 5A and get your gameplan rolling. Be mindful that Wagner has excellent passive anti airs in the form of 5B and 5C, and a huge B DP, that it can be difficult to go into the air against her. Try to stay grounded. Assaults are still alright, just be mindful that you can get clipped by her pokes sometimes.
 
Defense: When blocking Wagner, be prepared to block for a long time. It is very similar to the Hyde matchup, except she has more normals to match yours. Her 5B is almost a carbon copy of your 2B frame data-wise, except it's a mid. She doesn’t have as easy access to plus frames as Hyde’s 5[C], but she does have 214A. At certain farther spaces, 214A will be plus, so learn those spacings, and know when to mash and when to respect that move. Wagner’s 6B is also a very strong normal, almost, if not as good as Hyde’s, but you can also backdash it and punish it on whiff. Wagner can also extend her pressure with 22C, which provides her with both sword buff and shield buff. Sword buff, for pressure, did get considerably nerfed. If you shield the last hit of 236A correctly, you can always DP out of her next follow-up, preventing her from extending her pressure. There is some counterplay Wagner can do here, but it is risky for the Wagner, so it ends up being more in your favor than hers. Shield buff is still quite good though. A spaced and buffed 214X will pretty much always be plus, even if shielded, so respect this move after 22C. Overall, you will have to treat this like Hyde. Block and be patient and force the Wagner to go for strike/throw mixups, which provides you options to abare out. If you do get hit, Wagner gets massive reward. She does quite high damage in the corner, but midscreen, she can carry you all the way to the corner, and with meter, run her new powerful offense in CLR. 
 
You will find against a strong Wagner, off any hit where they have meter, they will carry you to the corner and then VO you at the end of the combo. This gets rid of your vorpal state if you had it, but it also gives Wagner a ton of meter and a damage buff. Importantly, Wagner got a throw combo in CLR, and with conjunction of meter and VO, she can get very high damage off both ends of her strike/throw game. As such, after this happens, you will have to play a very scary mixup game where you have to either try to mash out and possibly get frame trapped and punished, take a throw and eat a large punish, or tech the throw with an OS and have that OS be baited and take a big punish. It’s a very dangerous RPS that can very easily lead to you dying, and there unfortunately isn’t a large amount Eltnum can do here. She can risk reversals, especially 421C, as this will give her a long enough combo to eat up Wagner’s vorpal time while also resetting the corner back to you. Of course, this has the inherent risk of tossing out a reversal. In the end, you will have to consider the risk/reward of each situation, be willing to commit to options, and accept that sometimes you will be wrong and lose.
 
Offense: Another standard offense game. Be mindful of her strong frame data as she can abare out of your pressure well. She doesn’t have much of an air game, so you don’t have to worry too much about preventing her from flying off like some characters like to do against Elt. She does have a very big and strong meterless DP, so do keep that in mind. Her A DP in particular is pretty strong. If you block it and she does j214C, that is +0, so don’t be afraid to contest with 5A as it will trade with her 5f 5A. Not the best situation, unfortunately, but it’s better than just letting her do what she wants.
 
Special note: Shield buff provides a guard point of [FF] and 214X/214[X]. It is important to learn to recognize when that guard point happens (the game will briefly pause), as you can cancel during that time. Primarily, you want to cancel into 421C, as this will invul through nearly all of the guard point frames and give you a full punish.
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=====<font style="visibility:hidden; float:right">Enkidu</font>=====
=====<font style="visibility:hidden; float:right">Enkidu</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
{{MatchupData-UNI2 | player ={{#var:player}}

Revision as of 00:58, 25 April 2024

Matchups

Table of Contents
Uni akatsuki icon.png Uni byakuya icon.png Uni carmine icon.png Uni chaos icon.png
Uni eltnum icon.png Uni enkidu icon.png Uni gordeau icon.png Uni hilda icon.png
Uni hyde icon.png Uni kaguya icon.png Uni kuon icon.png Uni linne icon.png
Uni londrekia icon.png Uni merkava icon.png Uni mika icon.png Uni nanase icon.png
Uni orie icon.png Uni phonon icon.png Uni seth icon.png Uni tsurugi icon.png
Uni vatista icon.png Uni wagner icon.png Uni waldstein icon.png Uni yuzuriha icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner

Wagner is a fairly scary character, but the matchup itself is fairly simple and, while there’s some info that’s important, it tends to be a fairly straightforward gameplan of try to hit her before she hits you.

Gameplan: Try to get your offense rolling before she gets hers going. Regardless, stay patient during her pressure and try not to take too many risks in neutral as she can really snowball the game. Gauge the risk/reward of your defensive options and be confident with your choices. Otherwise, run a fairly standard neutral/offensive gameplan.

Neutral: Wagner neutral is pretty simple. There are a few things to be worried about. Her 66C is pretty big and is a low, so you should be careful about walking in this matchup. A big brain j2B can be a hard callout, but it generally isn’t worth it. Her 236A is also pretty alright when they do throw it out , but is generally low reward without CS or meter, so don’t be too scared of it when Wagner doesn’t have resources. Assault is and forever will be an issue against any character, so be mindful of that. In general, you have much more control than in other matchups, and can stop her somewhat from approaching with 236As and 2Cs. However, these aren’t good enough to always keep her out and have too much counterplay to allow you to play a zoning gameplan. Instead, you can use those threats to keep Wagner blocking and dashblocking, and if she sits still, you can get in with a dash up 2B or 5A and get your gameplan rolling. Be mindful that Wagner has excellent passive anti airs in the form of 5B and 5C, and a huge B DP, that it can be difficult to go into the air against her. Try to stay grounded. Assaults are still alright, just be mindful that you can get clipped by her pokes sometimes.

Defense: When blocking Wagner, be prepared to block for a long time. It is very similar to the Hyde matchup, except she has more normals to match yours. Her 5B is almost a carbon copy of your 2B frame data-wise, except it's a mid. She doesn’t have as easy access to plus frames as Hyde’s 5[C], but she does have 214A. At certain farther spaces, 214A will be plus, so learn those spacings, and know when to mash and when to respect that move. Wagner’s 6B is also a very strong normal, almost, if not as good as Hyde’s, but you can also backdash it and punish it on whiff. Wagner can also extend her pressure with 22C, which provides her with both sword buff and shield buff. Sword buff, for pressure, did get considerably nerfed. If you shield the last hit of 236A correctly, you can always DP out of her next follow-up, preventing her from extending her pressure. There is some counterplay Wagner can do here, but it is risky for the Wagner, so it ends up being more in your favor than hers. Shield buff is still quite good though. A spaced and buffed 214X will pretty much always be plus, even if shielded, so respect this move after 22C. Overall, you will have to treat this like Hyde. Block and be patient and force the Wagner to go for strike/throw mixups, which provides you options to abare out. If you do get hit, Wagner gets massive reward. She does quite high damage in the corner, but midscreen, she can carry you all the way to the corner, and with meter, run her new powerful offense in CLR.

You will find against a strong Wagner, off any hit where they have meter, they will carry you to the corner and then VO you at the end of the combo. This gets rid of your vorpal state if you had it, but it also gives Wagner a ton of meter and a damage buff. Importantly, Wagner got a throw combo in CLR, and with conjunction of meter and VO, she can get very high damage off both ends of her strike/throw game. As such, after this happens, you will have to play a very scary mixup game where you have to either try to mash out and possibly get frame trapped and punished, take a throw and eat a large punish, or tech the throw with an OS and have that OS be baited and take a big punish. It’s a very dangerous RPS that can very easily lead to you dying, and there unfortunately isn’t a large amount Eltnum can do here. She can risk reversals, especially 421C, as this will give her a long enough combo to eat up Wagner’s vorpal time while also resetting the corner back to you. Of course, this has the inherent risk of tossing out a reversal. In the end, you will have to consider the risk/reward of each situation, be willing to commit to options, and accept that sometimes you will be wrong and lose.

Offense: Another standard offense game. Be mindful of her strong frame data as she can abare out of your pressure well. She doesn’t have much of an air game, so you don’t have to worry too much about preventing her from flying off like some characters like to do against Elt. She does have a very big and strong meterless DP, so do keep that in mind. Her A DP in particular is pretty strong. If you block it and she does j214C, that is +0, so don’t be afraid to contest with 5A as it will trade with her 5f 5A. Not the best situation, unfortunately, but it’s better than just letting her do what she wants.

Special note: Shield buff provides a guard point of [FF] and 214X/214[X]. It is important to learn to recognize when that guard point happens (the game will briefly pause), as you can cancel during that time. Primarily, you want to cancel into 421C, as this will invul through nearly all of the guard point frames and give you a full punish.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Enkidu
Londrekia
Tsurugi
Kaguya
Kuon
Eltnum
Akatsuki

Akatsuki is an interesting matchup where each character has to play around each other in some interesting ways. It is a tough matchup on both sides in my experience.

Gameplan: Another standard neutral/offensive gameplan, although you should keep your eye out for some of Akatsuki’s stronger neutral options against Eltnum. Otherwise, be mindful of B tatsu, and keep your pressure tight.

Neutral: Neutral is interesting, in that there is a bit of a give and take between both characters. Akatsuki can toss fireballs full screen and you should either punish with 236C or shield these for GRD. Otherwise, he will just be dash blocking at you a lot to close in the distance and start his offense. You can mix between using your 236A and 2C to stop him from dashing in with normals, dashing up next to him and either throwing or tossing out your own normals to start your offense, or back off and make him whiff himself. You do have to be wary of assault as usual, although Akatsuki doesn’t have really great passive ways to stop 66B that it can be even more free to just toss that move out. Once Akatsuki gets closer, it can be scary as he has two great moves that can put the fear into Eltnum. The first is classic B tatsu. This is an amazing low crush, and given Elt’s low pokes being primarily 2B and 2C, can be a devastating tool for Aka to counterpoke. However, 214B is -4, and can be made -7 with proper shielding, which is an easy punish for Elt with 2B. As such, Aka’s will usually wait for meter or CS in order to use B tatsu, as they can cancel B tatsu into j236C for plus frames to keep themselves safe or use CS after the second hit of the move to try and fish for your green shield and keep their offensive going. The second is a new one in CLR: rising j6[C]. This is a pretty fast jump normal that hits all the way, acting as a pseudo-low crush and it can let him start his pressure even without meter.

Defense: Akatsuki pressure can be extremely scary. He has fantastic frame data, with his close normals being either +0 or just straight up plus. His dash is fast and can lead to very scary throw situations. His midscreen pressure is not that scary, as he can easily push himself out, so good patience here can be very rewarding, and you can contest with 236A better at midrange spacings. However, if he gets you in the corner, that’s where it starts to hurt. He will commonly do 66C 236A pressure, which can be very difficult to deal with, as it requires you to have good shielding and proper timing on what moves to shield and he can punish you if you do try to take your turn back. Remember, though, always shield fireballs for free grd! Even outside 66C 236A, he can just use his great frame data to run a strike/throw game that can be difficult to contest. He has good frame traps and has extremely high damage combos in the corner. When he does push himself out, it can still be quite scary to poke out because of the threat of B tatsu on the edge or outside of 2B’s range. 5B tends to be a much better poke than 2B in this matchup because it is a mid that hits in such a way that it tends to beat B tatsu. He will also sometimes do backdash -> redash pressure. It can feel tempting to try and counter this with something like 2C, but B tatsu’s strength is so scary that it’s sometimes better to just let his backdash redash pressure happen, focus on teching the throw, and not try to get too antsy under pressure. Patience, as usual, is the name of the game.

Also, keep your eye out on 214B vs 214A. Some Akatsukis will use the fact that you want to green shield 214B to abuse 214A. 214A is only one hit, and is negative, but if you’re looking for 214B and aren’t ready for 214A, they will continue to use 214A and use the delay that it takes for you to recognize the difference between the two moves to restart pressure. You can use what’s called fuzzy abare here to deal with this scenario. That is, when you see the first hit of 214X (whether or not it’s 214A or 214B), you press 5A. If it’s 214B, the next hits will be gapless, and you will continue to block. If it’s 214A, Akatsuki lands, and then you get out of blockstun and do 5A. If the Akatsuki tried to redash or press a button here after 214A, he would lose since he’s minus, while you stay safe against 214B! You can even practice it so that you recognize when 214B hits after, and can properly green shield it, being able to punish both options at once.

The next layer after their 214B is when they try to use j.236C or 236C to stay safe. Here, you usually won't get counterhit if you pressed a button, since the superflash will eat away your input. In case you’re using 2B as a punish, try pressing 1B instead so you can block in case they super.

Offense: Another standard offensive gameplan. Akatsuki’s buttons, while good for pressure, aren’t that great for abare. He doesn’t have great anti airs either, so assault pressure and jump man shenanigans can be strong against him. Do be careful that at farther out spaces, B tatsu can be a strong abare tool, so be mindful of your 2Bs and don’t forget about 5B. Some Akatsukis will use parry a lot, as it is only a 2 button input, so if you notice that, shorten your pressure sometimes and get a heavy combo on those parries to dissuade them from spamming that.

Roundstart: There’s no specific moves Akatsuki really has here that I want to comment on, you have a large advantage here. Use that from the start to get the ball rolling in your favor, and don’t let up.

Other notable mentions: Aka’s 214C has a significant amount of proyectile invul, so it can punish Elt’s 236X series, keep in mind your opponent’s level of reaction when you’re using 236X or 236[X] in neutral, or when you try to punish a fireball with 236C, as they can cancel a whiffed fireball into C tatsu.

Aka’s 22C can beat Elt’s 421C in a battle of reversals, but Elt’s 623C can win that battle. Choose your EX reversal accordingly to your opponent’s reactions and meter.

There’s a certain spacing in Aka’s corner pressure where you can challenge their 66C with a 5A after blocking (not shielding) a fireball, but in that spacing Aka can instead go for 2C for the frame trap and get a Counter Hit if you mashed. You should check that spacing in the training room in case your opponent is auto piloting into 236A 66C.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top


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