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

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Line 52: Line 52:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Alternate ender that avoids using bullets for better oki midscreen.
   | notes        = *Alternate ender that avoids using bullets for better midscreen okizeme.
*66C oki usually can't cover backtech, so this ender is a good option if you want to keep offensive momentum.
*66C oki usually can't cover backtech, so this ender is a good option to keep offensive momentum.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
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}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 22B 66C(1) j.214A∼6 214C 66C
   | combo        = 22B 66C(1) j.214A∼6 214C 66C 22C
   | cost          = {{Property-UNI|EXS}}: 100
   | cost          = {{Property-UNI|EXS}}: 100
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Metered ender to add more corner carry to your routes.
   | notes        = *Metered ender to add more corner carry to your routes.
*66C(1) j.214A can whiff when you're too far. To avoid this, try doing md.66C after your first 22B rep.
*66C(1) j.214A can whiff if too far. To avoid this, you have to micro-dash before your first 66C, [https://www.youtube.com/watch?v=d6Ii7Y9mJS8 like this]
*If too hard, you can just do 22B 214C 66C instead.
*If too hard, you can just do 22B 214C 66C instead.
}}
}}
Line 89: Line 89:
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *CVO ender with <30% HP
   | notes        = *CVO ender with <30% HP
}}
{{ComboData-UNI
  | combo        = j.214A/214A 214C CS 6B 2B 5B 623A(2) IW/IWEX
  | cost          = {{Property-UNI|EXS}}: 200 {{Property-UNI|vorpal}}
{{Property-UNI|grd}}: 5 blocks
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Ender with vorpal, 200 meter and 5 grd blocks.
*It's free damage if you have the GRD blocks.
*[https://x.com/Frosteddasd/status/1779215522740973677 Adds around 500 dmg to the IW ender and does 200 more than the CVO ender with <30% HP.]
}}
}}
}}
}}
For extra resources about metered enders, check [https://docs.google.com/spreadsheets/d/1Ue4xhaA5WLFJgt73amQwAxRfK1ya9Gr1/edit#gid=1257933632 this doc]
For extra resources about metered enders, check [https://docs.google.com/spreadsheets/d/1Ue4xhaA5WLFJgt73amQwAxRfK1ya9Gr1/edit#gid=1257933632 this doc]
==Combos==
==Combos==
If you want to see a more complete combo guide, check [https://docs.google.com/document/d/1FePJyZJsRAD43NwOL7uWYbL3iwRejxamDevuVEL4vqg/edit#heading=h.vglgj7e3nfpp this doc]
If you want to see a more complete combo guide, check [https://docs.google.com/document/d/1FePJyZJsRAD43NwOL7uWYbL3iwRejxamDevuVEL4vqg/edit#heading=h.vglgj7e3nfpp this doc]
Line 98: Line 108:
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
| combo        = 5A 2C 5[C] 421B j.[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| combo        = 5A 2C 5[C] 421B dl.236[A] dash 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3099
| cost          = {{Property-UNI|bullets}}: 12
| metergain    = 74.37
| oppmetergain  = 40.11
| location      = {{Property-UNI|Anywhere}}
| notes        =
*Basic 5A 2C combo. Good corner carry + reloads a lot of bullets. This is your staple combo for most starters.
}}
{{ComboData-UNI
| combo        = 5A 2C 5[C] 421B dl.j[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3170
| basedamage    = 3170
| cost          = {{Property-UNI|bullets}}: 11
| cost          = {{Property-UNI|bullets}}: 11
Line 105: Line 125:
| location      = {{Property-UNI|Anywhere}}
| location      = {{Property-UNI|Anywhere}}
| notes        =  
| notes        =  
*Basic 5A 2C combo.
*5A 2C combo with 11 bullets.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
Line 118: Line 138:
}}
}}
{{ComboData-UNI
{{ComboData-UNI
| combo        = 5A 2C j.[C] w.j2B 22A 5C 3[C] 236[B] 421B 22B(3) 66C 22B 66C 22C
| combo        = 5A 2C j.[C] w.j2B 22A 5C 3[C] 421B 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3446
| basedamage    = 3446
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 2 </span>
| cost          = {{Property-UNI|bullets}}: 12 <span style="color: #ff00ff "> ENH needed: 2 </span>
| metergain    = 82.51
| metergain    = 83.33
| oppmetergain  = 45.37
| oppmetergain  = 45.84
| location      = {{Property-UNI|Midscreen}}
| notes        =
*Midscreen combo with purple (ENH) bullets.
}}
{{ComboData-UNI
| combo        = 5A 2C j.[C] w.j2B 22A 5C dl.3[C] 421B 236[A] 3[C] 236[B] 2C(1) 22B 66C 22B 66C 22C
| basedamage    = 3528
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 3 </span>
| metergain    = 91.92
| oppmetergain  = 53.46
| location      = {{Property-UNI|Midscreen}}
| notes        =
*ENH combo with 13 bullets.
}}
{{ComboData-UNI
| combo        = 5A 2C j.[C] w.j2B 22A 5C 3[C] 421B 236[B] 236[A] 66C 22B 66C 22C
| basedamage    = 3504
| cost          = {{Property-UNI|bullets}}: 8 <span style="color: #ff00ff "> ENH needed: 3 </span>
| metergain    = 80.02
| oppmetergain  = 43.45
| location      = {{Property-UNI|Midscreen}}
| location      = {{Property-UNI|Midscreen}}
| notes        =  
| notes        =  
*Midscreen combo with purple bullets.
*ENH combo that uses less bullets.
*Whiffing some 22B bullets after 421B is usually ok for better dmg, as it avoids SMP (this is new to UNI2).
}}
}}
}}
}}
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|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
| combo        = 2B 2C 5[C] 421B j.[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| combo        = 2B 2C 5[C] 421B dl.236[A] dash 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3162
| cost          = {{Property-UNI|bullets}}: 12
| metergain    = 75.75
| oppmetergain  = 40.20
| location      = {{Property-UNI|Anywhere}}
| notes        =
*This is your staple 2B 2C combo.
}}
{{ComboData-UNI
| combo        = 2B 2C 5[C] 421B dl.j[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C
| basedamage    = 3231
| basedamage    = 3231
| cost          = {{Property-UNI|bullets}}: 11
| cost          = {{Property-UNI|bullets}}: 11
Line 141: Line 190:
| location      = {{Property-UNI|Anywhere}}
| location      = {{Property-UNI|Anywhere}}
| notes        =  
| notes        =  
*2B 2C combo.
*2B 2C combo with 11 bullets.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
Line 152: Line 201:
| notes        =  
| notes        =  
*ENH route. You want to immediately cancel into 22B after 421B to whiff some bullets.
*ENH route. You want to immediately cancel into 22B after 421B to whiff some bullets.
}}
{{ComboData-UNI
| combo        = 2B 2C j.[C] w.j2B 22A 5C 3[C] 421B 236[A] 3[C] 236[B] 2C(1) 22B(4) 66C 22B 66C 22C
| basedamage    = 3544
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 3 </span>
| metergain    = 92.95
| oppmetergain  = 53.36
| location      = {{Property-UNI|Anywhere}}
| notes        =
*ENH route with 13 bullets.
}}
{{ComboData-UNI
| combo        = ch 2B 2C j.[C] w.j2B 22A 5C 3[C] 421B w.5A dl.236A 5B 3[C] 236[B] 2C(1) 22B(4) 66C 22B 66C 22C
| basedamage    = 3623
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 3 </span>
| metergain    = 96.36
| oppmetergain  = 55.86
| location      = {{Property-UNI|Anywhere}}
| notes        =
*Counter hit ENH route with 13 bullets.
}}
}}
}}
}}
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| location      = {{Property-UNI|Corner}}
| location      = {{Property-UNI|Corner}}
| notes        = *Slight optimization for the previous combo. Good confirm if you used a few bullets in pressure.
| notes        = *Slight optimization for the previous combo. Good confirm if you used a few bullets in pressure.
}}
}}
===Midscreen 22A CH Punish===
{{ComboTable-UNI
|data=
{{ComboData-UNI
| combo        = 22A dash 5C 3[C] j.[C] j.2[B] 421B 236[A] md.5B 3[C] 236[B] 22B (md.2C(1) 22B) 66C 22C
| basedamage    = 3694
| cost          = {{Property-UNI|bullets}}: 8
| metergain    = 76.97
| oppmetergain  = 40.59
| location      = {{Property-UNI|Midscreen}}
| notes        = *5C routing is more optimal than 2C routing.
}}
{{ComboData-UNI
| combo        = 22A dash 5C 3[C] j.[C] j.2[B] 421B 236[A] 23AB6A 5B 3[C] 236[B] 2C(1) 22B 66C 22C
| basedamage    = 4181
| cost          = {{Property-UNI|bullets}}: 9 <span style="color: #ff00ff "> ENH needed: 3 </span>
| metergain    = 89.00
| oppmetergain  = 47.79
| location      = {{Property-UNI|Midscreen}}
| notes        = *ENH optimization for the 22A punish combo. 23AB6A is the input for dash 236A using the dash macro buffer.
}}
}}
}}
}}
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|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
| combo        = 22A dash 2C 5[C] 421B dl.[BC] 236[A] md.5B 3[C] 9j.[C] j.44 j.2[B] 2C(1) 22B 22B 66C
| combo        = 22A dash 2C 5[C] 421B dl.[BC] 236[A] md.5B 3[C] 9j.[C] j.44 j.2[B] 2C(1) 22B 22B 66C 22C
| basedamage    = 3736
| basedamage    = 3736
| cost          = {{Property-UNI|bullets}}: 12
| cost          = {{Property-UNI|bullets}}: 12
Line 224: Line 316:
| oppmetergain  = 51.37
| oppmetergain  = 51.37
| location      = {{Property-UNI|Corner}}
| location      = {{Property-UNI|Corner}}
| notes        = *Simple 22A combo with high damage. Very universal, as it works even against reversals that push you away from corner (like Byak 236C).
| notes        = *A simple 22A combo with high damage. Very universal, as it works even against reversals that push you away from the corner (like Byak 236C).
*If you're new to the game, you can do the same route with ENH bullets.
*If you're new to the game, you can do the same route with ENH bullets.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
| combo        = 22A dash 2C 5[C] 421B dl.[BC] 23AB6A 5B 3[C] 9j.[C] j.2[B] 236[A] 2C(1) 22B 22B 66C
| combo        = 22A dash 2C 5[C] 421B dl.[BC] 23AB6A 5B 3[C] 9j.[C] j.2[B] 236[A] 2C(1) 22B 22B 66C 22C
| basedamage    = 4209
| basedamage    = 4209
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 3 </span>
| cost          = {{Property-UNI|bullets}}: 13 <span style="color: #ff00ff "> ENH needed: 3 </span>
Line 234: Line 326:
| oppmetergain  = 59.31
| oppmetergain  = 59.31
| location      = {{Property-UNI|Corner}}
| location      = {{Property-UNI|Corner}}
| notes        = *ENH optimization for the 22A punish combo. 23AB6A is the input for dash 236A using the dash macro buffer.
| notes        = *ENH optimization for the CH 22A universal combo.
*23AB6A is the input for dash 236A using the dash macro buffer.
}}
{{ComboData-UNI
| combo        = 22A 3[C] 421B(1) dl.5[C] [BC] 23AB6A 22A 3C 9j.[C] j.44 j.2[B] 236[A] 2C(1) 22B(4) 66C 22C
| basedamage    = 4360
| cost          = {{Property-UNI|bullets}}: 9 <span style="color: #ff00ff "> ENH needed: 4 </span>
| metergain    = 91.00
| oppmetergain  = 54.85
| location      = {{Property-UNI|Corner}}
| notes        = *Probably optimal 22A punish.
*If you try to punish a horizontal reversal, 3[C] 421B won't connect.
*Also, when compared to 22A 5C 3[C] routes, this one doesn't work against Elt and Linne 623B. Might need to do 22A md.3[C] against other reversals.
}}
}}
}}
}}

Latest revision as of 15:26, 28 May 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.
  • Most combos from past versions still work and are useful in UNI2, if you want to see a more complete combo compendium, check this doc

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.


Enders

Combo Cost Location
  • 66C is your staple ender with hard knockdown.
  • Alternate ender that avoids using bullets for better midscreen okizeme.
  • 66C oki usually can't cover backtech, so this ender is a good option to keep offensive momentum.
  • Odd ender to push your opponent back to neutral.
  • Useful if you feel more comfortable playing neutral against your opponent, or if you want some space to concentrate after reloading.
  • New to UNI2, you can cancel 66C(1) into j.214C for more damage and plus frames with hard knockdown.
  • This will be your usual ender if you want to spend some bar.
  • Metered ender to add more corner carry to your routes.
  • 66C(1) j.214A can whiff if too far. To avoid this, you have to micro-dash before your first 66C, like this
  • If too hard, you can just do 22B 214C 66C instead.
  • Ender to kill with 100 meter.
  • Now in UNI2, 623C is a better ender for dmg than 421C.
  • CVO ender with <30% HP

For extra resources about metered enders, check this doc

Combos

If you want to see a more complete combo guide, check this doc

Midscreen A Starters

Combo Damage Cost Meter Gain Location
  • Basic 5A 2C combo. Good corner carry + reloads a lot of bullets. This is your staple combo for most starters.
  • 5A 2C combo with 11 bullets.
  • Midscreen AT ender. Uses few bullets so you don't have to reload.
  • Midscreen combo with purple (ENH) bullets.
  • ENH combo with 13 bullets.
  • ENH combo that uses less bullets.

Midscreen B Starters

Combo Damage Cost Meter Gain Location
  • This is your staple 2B 2C combo.
  • 2B 2C combo with 11 bullets.
  • ENH route. You want to immediately cancel into 22B after 421B to whiff some bullets.
  • ENH route with 13 bullets.
  • Counter hit ENH route with 13 bullets.

Midscreen C Starters

Combo Damage Cost Meter Gain Location
  • Far 2C/5C confirm.
  • Far 2C confirm with purple bullets.

Corner A Starters

Combo Damage Cost Meter Gain Location
  • 5A corner combo, if it's too hard, skip 236[A].
  • The Classic, this is your first step towards optimizing damage with enhanced bullets.
  • You can do this sequence from virtually any starter in the corner.
  • Slight optimization for the previous combo. Good confirm if you used a few bullets in pressure.

Midscreen 22A CH Punish

Combo Damage Cost Meter Gain Location
  • 5C routing is more optimal than 2C routing.
  • ENH optimization for the 22A punish combo. 23AB6A is the input for dash 236A using the dash macro buffer.

Corner 22A CH Punish

Combo Damage Cost Meter Gain Location
  • A simple 22A combo with high damage. Very universal, as it works even against reversals that push you away from the corner (like Byak 236C).
  • If you're new to the game, you can do the same route with ENH bullets.
  • ENH optimization for the CH 22A universal combo.
  • 23AB6A is the input for dash 236A using the dash macro buffer.
  • Probably optimal 22A punish.
  • If you try to punish a horizontal reversal, 3[C] 421B won't connect.
  • Also, when compared to 22A 5C 3[C] routes, this one doesn't work against Elt and Linne 623B. Might need to do 22A md.3[C] against other reversals.


Starter and Resources
Getting Started
FAQ
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Glossary
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