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

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Temporary note page, will reformat later!<br>
For a majority of standardized combos, visit the CLR combo page here:<br>
https://wiki.gbl.gg/w/Under_Night_In-Birth/UNICLR/Waldstein/Combos<br><br>
Corner:
236B > CS > 214A > 66B > dl.623A > 3C > 2C > 4B > 5C > j.CB > 623C > 3C
Midscreen punish
623A > 5A > 214B > j.BC > j.6C > 4B > Ender
Midscreen 360 celestial:
360 CS > 236C > 214[B] > 5C > 236A > IW
Corner 360 Celestial:
360 CS > 22C > 5C > 236A > IW
{{WIP|info=Consider [[Help:Getting started|joining as an editor]] to help expand this page.}}
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-240px">[[File:Profile-waldstein.png|x500px]]</span></div>
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<div style="clear:both"></div>
{{NavigationSub-UNI}}
{{Navigation-UNI2}}
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-240px">[[File:Profile-waldstein.png|x500px]]</span></div>
{{ComboLegend-UNI}}
{{ComboLegend-UNI}}


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This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.
This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.


There is a video at the bottom showcasing most of these combos if you need a demonstration.
As of UNI2, we've been given some optional execution barriers to clear. Generally, they will give us up to 200 damage. I will aim to list one reasonable combo that takes a mix of old route and new route, and one harder combo that utilizes the new routing completely.
 
All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS (22C) ender unless otherwise noted.


Wiki note: All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS ender unless otherwise noted.
Also, please be sure to take a quick glance at the Notation Help above this section (directly below the blue navigation buttons.
===Notation===
* j.X = Jump move
* land = Touch the ground after the previous move but before the next move
* dl. = Delay
* w = Whiff
* tk. = tiger knee = 2147X. Easiest way to get j.214 while standing.
* Microdash = A dash shortened by performing a move quickly afterwards.
* CS = Chain Shift
* Rock = Force Function = B+C
* VO/CVO = Refers to Veil Off and Cross-Cast Veil Off respectively.
* [X] = Hold X


===Starter Combos===
===Starter Combos===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|Easy}}: x > 5B > 214B > j.AC > j.6C > land > 9j.[C] > 2B > 5B > 5C > 236A > 214C
   | combo        = {{Property-UNI|easy}}: 2A > 5B > 214B > 9j.A > j.C > j.6C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3439
   | basedamage    = 2968-3762
   | bonusdamage  = 3777
   | bonusdamage  =  
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 67.81
   | metergain    = 63.80
   | oppmetergain = 41.46
   | oppmetergain = 29.59
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
   | notes        = *Your main, '''main''' bread and butter combo that will be used even at high level. This is definitely "the" combo to learn.
*May need to delay 236A slightly if you want to use meter.
*Remember there is a 3 OTG limit. First OTG is j.6C, second one is 4B. If you use an OTG too early your combo will end early at 4B.
*Does less damage than your dedicated midscreen/corner combos but can be done anytime, anywhere assuming you count how many times the opponent hits the ground (OTG)
*If you use a wallbounce too early in any combo, you can substitute 4B with j.C > j.B > j.214B > {{Property-UNI|EXS}}
*Remember there is a 3 OTG limit. First OTG is j.6C, second one is j.[C]. If you use an OTG too early your combo will end early at j.[C].
*2A can be substituted with any of the following: 5A, 2B, or simply skip it and start with 5B.
*If you've got the opponent cornered, do an 8j instead of a 9j.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|easy}}: x > 5B > 214B > j.BC > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}: 2A > 5B > 214B > j.AC > j.6C > land > dash j.[C] > dash > 5A-A-A-A-A
   | basedamage    = 2968-3762
   | basedamage    = 2997
   | bonusdamage  = 3271-4128
   | bonusdamage  =  
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | cost          = Gain GRD
   | metergain    = 63.80
   | metergain    = 63
   | oppmetergain = 29.59
   | oppmetergain = 36.39
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Basic, all purpose bread and butter combo that will be used even at high level. You can neutral jump instead of forward jumping to make it work in the corner unless you're very deep.
   | notes        = *2A can be substituted with any of the following: 5A, 2B, or simply skip it and start with 5B.
*If you use a wallbounce too early in any combo, you can substitute 4B with j.5C > j.B > j.214B > {{Property-UNI|Ender}} (EXS Only)
*Actually the optimal damage for meterless A starter routes, and can be done anytime, anywhere, assuming you count how many times the opponent hits the ground (OTG).
*X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
*Introduces you to using Smart Steer in the middle of combos, a cornerstone of optimal meterless combos.
*Has surprisingly good corner carry.
*Just make sure you count your bounces again, or else the combo will end at j.[C]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|medium}}: x > 5B > 214B > j.BC > j.6C > land > j.[C] > 2B > 5C > dl.623C > 3C
   | combo        = {{Property-UNI|medium}}: 5A > 5B > 214B, 3C, 66B > 236A~4A > 623C > 3C
   | basedamage    = 3329
   | basedamage    = 2934~3557
   | bonusdamage  = 3656
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 53.90
   | metergain    = 68.55
   | oppmetergain = 33.22
   | oppmetergain = 35.82
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *This combo can be done somewhat far from the corner compared to corner combos of other characters.
   | notes        = *Combo that is very generous as to how far you are from the corner, since there are a lot of advancing-attacks that bring you close.
*If you find this combo to be too difficult, refer to the first/Anywhere combo.
*The hardest parts will probably be linking 66B, and learning the timing for 623C.
*The delay can be sort of tricky to get all 4 hits out of 623C, and then there's the 3C link at the end too.
*Not the most optimal, but you'll get a feel for timing 623C to land all 4 hits, which is necessary later on.
There are better corner combos, but this is a solid all-purpose one that gets your feet wet for our common corner ender (623C > 3C)
*You can do this combo anywhere by replacing 623C with [4]6C.
  }}
  }}
}}
}}


===Theory===
===Combo Theory===
Waldstein's combos have recurring theme of grounded normals, a launcher, a wallbounce with j.6C, and some sort of ender. You will be doing j.6C very often because most of your combos need that wallbounce in order to get that huge Waldstein damage.
Waldstein's combo theory revolves around set up a launcher, choosing which combo filler to use based on distance and height, use a wall bounce, follow up with 4B, and finally, choosing a dedicated ender. Let's take a look at a very common starter sequence: 5B > 214B. After this 214B, you can choose one route from all of these as your combo filler. They are listed from most ideal to least ideal:
It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing, as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce so keep that in mind when using it as a starter or ender.
*X > standing 6C
*X, dash j.A > j.B > j.C, standing 6C
*X > dash j.B > j.C > j.6C
*X > dash j.A > j.C > j.6C
*X > j.A > j.B > j.6C
*X > 22X > 236C
*Actual, specific routes from specific starters and enders are listed later on the page.
 


While attempting to execute your bread 'n butter combo, the opponent may be too far/high for j.B to connect, or maybe mispositioned in a way that j.6C won't connect either. Depending on the situation, you may replace your three air attacks with:
You will see this general combo structure appear frequently, with some minor alterations/combinations here and there. All of the routes in this document will list j.AC > j.6C because this is the most consistent, but just be aware that you have options. The closer your opponent is, the better combo filler you can use. When you press whatever button you press in neutral, you should already be considering what combo filler you'll need to use in order to convert. If they are at tip 5B range, you don't have to think about trying to use standing 6C. To keep your mental stack short, you can start with always using j.AC > j.6C because of the consistency it provides. After you've chosen which combo filler to use, then it's time to decide what ender to use. If you have meter to burn, you will generally use 4B after your wall bounce, and then pick from one of the enders in the section below.
* Dash > j.A > j.5C > j.6C
* Dash > j.A > j.B > j.6C
* j.A > j.214B


Sometimes the dash may be unnecessary but if you can get into the habit of always dashing after your launcher, you will have a greater chance of not dropping your combos when it counts because you will already be used to buffering the dash. During a combo, it is usually considered easier to dash using 66 instead of 6A+B. In neutral, it is considered safer to use 6A+B instead of 66.


Any combo that has you executing a wall bounce with j.6C into standing 4B, always walk forward a little bit or dash if you can. If you don't move forward, the chances of your opponent air-teching out of your combos is quite high.
Along with getting new options for combo structure, we also have new enders to choose from. As of UNI2, using Smart Steer (the whole route, not just the new 5AB ender) is consistently our new, most optimal meterless ender. So we can choose between sticking to our standard bnb, ending with 4B, and finishing with Godpress to take advantage of corner pressure it brings, or we can decide to route into smart steer for some decent corner carry, superior damage, and a small GRD bonus.
 
 
'''It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing''', as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce (with 1 exception, explained later), so keep that in mind when using it as a starter or ender.
 
 
Waldstein's stable bnb combos do not require any attention to details such as height, position, or starter. And thankfully, you still get access to choose whichever ender you like. However, as you get closer and closer to new optimal combos, you'll begin to notice that they play a huge part in making sure that every hit counts. Even though you'll start paying attention, things are ''usually'' still straight forward. Once we have a solid list of optimal combos, you can look forward to a combo demonstration video to help you visualize what the combos are supposed to look like. We are still learning new routes, even 2 months into the game's lifespan!
 


===== FAQ =====
===== FAQ =====
*My [4]6X whiffs after 4B<br>
*My [4]6X whiffs after 4B<br>
Time your godpress with Waldstein's headbutt in 4B's animation. Also, ensure that you have enough OTG/ground bounces for this combo since 4B counts as an OTG.
Make sure the combo you're trying doesn't use a ground bounce too early. For example, 2B > 214B will instantly use a ground bounce and will cause the starter combos to fail.<br>
If you're sure you have the right combo and it's still not working, time your godpress with Waldstein's headbutt in 4B's animation. <br>
*What do I do if my opponent is too far for 214B?
We're working on that, but the simple answer seems first be to realize when they will be too far, then do 5B > 22B > meter instead.
*How important are 720's?
Pretty important, but you can hide your buffer behind other moves. 4B > 720B is a great place to practice. And remember you only need 1.5 rotations for it to count.
*I can't seem to get j.B > j.C > j.6C after 214B in some routes.
First, make sure you are not starting with an assault button. Then, make sure you are dashing before j.B. Finally, make sure you are inputting the air series with no delays. When it comes to the initial j.B, think of the input like 66~9B.


===== Vorpal Strip =====
==List of Enders==
If you use Veil Off while your opponent is in knockback from your combo while you are '''not''' in a move-recovery state, you will perform a regular VO instead of a CVO. If this special case VO hits the opponent, you will take away their vorpal (if they have it) instead of the usual GRD break. And of course it's a safe way to ender the VO state safely for that extra 20% damage, plus an extra 10% if you can secure vorpal for a grand total of +30%.
There are X different enders to choose from, some used more often than others. Some easier and some quite difficult. If you're just starting out, take a look at the simple enders below since they always work.
*Each ender listed here is intended to replace the {{Property-UNI|Ender}} tag in the combos later on in this page.
*Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
*If a combo lists "Simple {{Property-UNI|Ender}}", you will not be able to use a Complex Ender, usually due to scaling.


{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = x> 5B > 214B > j.A > j.5C > j.6C > dash > VO
  | basedamage    =
  | bonusdamage  =
  | cost          = 100+ {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|midscreen}}
  | notes        = *X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
*Takes some practice getting the timing down since the window is somewhat small for A starters.
*Try not to do this when your back is in the corner unless absolutely necessary since Waldstein already has trouble getting in.
}}
{{ComboData-UNI
  | combo        = x> 5B > 214B > j.6C > air assault > j.5C > j.B > 2B > 5C > 6C > walk back > VO
  | basedamage    =
  | bonusdamage  =
  | cost          = 100+ {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|corner}}
  | notes        = *X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
*Extremely good combo due to the opponent already being in the corner.
}}
}}


==List of Enders==
<div class="mw-collapsible mw-collapsed">
There are 15 different enders to choose from, some used more often than others. Some easier and some quite difficult.
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Simple Enders (Click Here)</b></font></div>
*Note: Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
<div class="mw-collapsible-content">
This list of enders will work any time, anywhere, no matter how prorated your combo is. It is a great place to get started learning how to control Waldstein, and you'll still be using these enders somewhat regularly even at high-level play. They'll never become obsolete.
{{ComboTable-UNI | width = 750px | showDamage = no | showMeter = no
{{ComboTable-UNI | width = 750px | showDamage = no | showMeter = no
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 720A/B
   | combo        = 720B
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Ender for good oki, sacrificing damage.
   | notes        = *Ender for good oki, sacrificing damage.
*Has good corner carry.
*Has decent corner carry.
*Lets you safejump afterwards but needs assault to cover backtech midscreen.
*Lets you safejump afterwards but needs assault to cover backtech midscreen.
}}
*You can 66Cw and still be plus.
  }}
 
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = [4]6A/B
   | combo        = [4]6A/B
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Ender for corner carry.
   | notes        = *Meterless ender for corner carry.
*Usually, it'll be prorated enough for them to tech forward, walk back to keep the corner or go for a left/right mixup instead.
*Usually, it'll be prorated enough for them to tech forward. If they do, walk back to keep the corner or go for a left/right mixup instead.
*Provides Waldstein with the least amount of meter out of all the enders.
*Best used when you were cornered but you managed to mash out. Loses effectiveness the closer you are to the center of the stage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > j.2C
   | combo        = 214[B], 5B > j.B > j.2C
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Sacrifices damage for oki.
   | notes        = *The first ender with a link. Get comfortable with linking attacks after this 214[B] because it comes up a lot later.
*Sacrifices damage for oki.
*If tk'd forward, you can meaty clap even on backtech.
*If tk'd forward, you can meaty clap even on backtech.
*If tk'd neutral, lets you bait dps with 4B.
*If you have a good starter, you can microwalk before 5B in order to sideswap.
*Can be pretty ambiguous which side you end up on, confusing opponents.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5B > j.C > j.B > j.2C
   | combo        = 214[B], 5B > j.B > j.214A/B > {{Property-UNI|EXS}}
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Sacrifices damage for oki.
   | notes        = *Similar to the ender above, but allows metered extensions.
*Stronger version of the above combo, sacrificing + frames.
*Available EXS follow ups are 214C, 4[6]C, 236C, and 22C.
*If you microwalk before 5B, you can sideswap.
*On prorated routes, skip j.C.
  }}
  }}


{{ComboData-UNI
{{ComboData-UNI
   | combo        = 214[B] > 5C > j.C > j.A > j.214B
   | combo        = 236A~4A > {{Property-UNI|EXS}}
   | cost          =  
   | cost          = 100 or 200{{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *One of the best damage enders, but gives poor oki midscreen, so it's best used in the corner where they can't backtech to go back to neutral.
   | notes        = *For this combo's EXS, you can use:
*+25 fixed frame advantage.
**236C (Damage)
*Can technically use j.B instead of j.A but it only works on certain characters and with excellent timing.
**[4]6C (Corner-carry)
**623C (Corner only)
**IW (Round-ender)
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5B > dl.5C > 236A
   | combo        = 214A > 720C
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *One of the best damage enders. Gives decent oki in the corner and carries a decent amount.
   | notes        = *Has the same properties 720A/B have oki wise but deals more and gives a lot more corner carry.
*If the route is too prorated, skip 5B.
*The key is the use the physical momentum/muscle memory of your button presses to continue the motion for the 360.
*+21 fixed frame advantage, +23 skipping 5B.
*Wastes more time than most other enders, which has a couple of niche uses.
*If you are not comfortable with doing a 720 here, a 360 will suffice.
*720C allows your next combo to gain full meter, even if it's meaty (due to how long the animation takes).
  }}
  }}
}}
<big>[[#List of Enders|Return to top]]</big>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Complex Enders (Click Here)</b></font></div>
<div class="mw-collapsible-content">
This list of enders has a bit more nuance added to each one. You need to be more aware of combo structure, combo proration, resources, position, and goals to get the most out of these. I will list these enders in order of simple to complex, and common to rare.<br><br>Depending on how prorated your combo is, 214[B] > 5C might drop at 5C. Here is a short list of reasons why your 5C might drop here.
*Assault starter without a CH.
*Too many normals before 214B.
*Didn't manage SMP (Same Move Proration) effectively.


{{ComboTable-UNI | width = 750px | showDamage = no | showMeter = no
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214B > 720C
   | combo        = 214[B], 5C > 236A
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Has the same properties 720A/B have oki wise but deals more and gives a lot more corner carry.
   | notes        = *Gives decent oki in the corner and corner-carries a decent amount.
*For highly prorated routes, use 214A > 720C for slightly more damage than 214B > 720C.
*Really nice if you want to Concentrate safely after the knockdown since they can't tech forward.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5C > j.5C > j.A > j.214B > [4]6C<br>
   | combo        = 236A~4A > dl.623C, 5B > 2C > 3C
--------------
   | cost          =  
236A,4A > dl.[4]6C
   | location      = {{Property-UNI|Corner}}
   | cost          = 100 {{Property-UNI|EXS}}
   | notes        = *An extension of one of the simple enders, but with some more buttons.
   | location      = {{Property-UNI|Anywhere}}
*This sequence allows your next combo to gain full meter, even if it's meaty.
   | notes        = *Best damage with oki with varying degrees of corner control.
*Gives full corner carry like the other godpress routes.
*1st combo gives the opponent a high airtech, easiest to escape the corner but more damage.
*2nd combo forces opponent into corner with low/no airtech.
*A starters can side switch if you walk forward. Otherwise, the corner is theirs to keep.
  }}
  }}


{{ComboData-UNI
{{ComboData-UNI
   | combo        = 214[B] > 5C > j.5C > j.A > j.214B > CS > 214C
   | combo        = 214[B], 5C > j.CB > j.214A > {{Property-UNI|EXS}}
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}}
  | cost          = Optional {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *An ender which allows you to get cash out your GRD for meter, even if you have 200.
   | notes        = *One of the best damage enders. You'll be doing this one a lot.
*Only use this ender if you need to spend meter to get the KO, have vorpal, and still need to win another round.
*UNI2 changed hurtboxes so j.B always works here now.
*This EX is specifically suggested because it gets the damage out fast, but doesn't KO until completion (which allows meter to fill).
*If you're coming from a previous version of the game, remember to use j.214A now for the added corner carry.
*Without meter, this ender gives poor oki midscreen, so it's best used in the corner where they can't backtech to go back to neutral.
*+25 fixed frame advantage unless you use meter.
*With meter, you can end with:
**[4]6C for corner carry and medium damage.
**22C for no midscreen oki but max damage.
**214C for side swap and safejump, but least damage.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = 214[B], 5C > j.CB > j.214B > dl.623C > 3C
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Comparable damage to ending with 236C, but keeps the corner and oki.
   | notes        = *Comparable damage to ending with 22C, but keeps the corner and also gives oki.
*'''Any combo that ends in the corner with j.214B can be picked up with the delayed 623C.'''
*Remember to delay the 623C in order to get all 4 hits.
*Moves you forward quite a bit. Does not require you to be in the corner before 623C in order to land the 3C.
*Generally, if you went with the j.BC bnb route, you will not be able to use this ender as shown due to SMP. You can omit j.B to try to avoid it, but it doesn't always work.
**On 3C whiff, you are still +4 which can lead to some "interesting" interactions.
*Moves you forward quite a bit. Does not require you to be super deep in the corner before 623C in order to land the 3C.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5C > j.5C > j.A > j.214B > 236C
   | combo        = 214[B], 5C > j.CB > j.214B > CVO, 3C > 214C > IWEX
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 200 {{Property-UNI|EXS}},<br>{{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *No chance at oki, so only good for closing out rounds. Also your highest damage 100 EXS ender.
   | notes        = *CVO ender for max damage.
*Can technically use j.B instead of j.A but it only works on certain characters and with excellent timing.
*Adds a little bit more than if you just went straight into IW, unless you have Celestial.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 6C > <span style="color: red;">Veil Off</span>
   | combo        = 623B(2) > CVO, tk.j214A > dl.236C, 236A > 214C > IWEX
   | cost          = 100+ {{Property-UNI|EXS}}
   | cost          = 200 {{Property-UNI|EXS}},<br>{{Property-UNI|vorpal}},<br>30% Health
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *A safe way to enter Veil Off without sacrificing the damage from your vorpal strip combo.
   | notes        =  
*A great tool for when you absolutely must go All-In, but have a large health deficit.
*Having orange health or 200 meter extends VO duration by a few seconds, and meeting both requirements extends it even more.
*If your opponent backtechs, you can use that time to Concentrate, giving yourself a head start on the next GRD cycle to replenish your resources when VO runs out.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5C > j.5C > j.A > j.214B > CVO > 3C > 214C > IWEX
   | combo        = 623B(2) > CVO, tk.j214B > 236C, 5B > 236A > 214C > IWEX
  | cost          = 100+ {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = 200 {{Property-UNI|EXS}},<br>{{Property-UNI|vorpal}},<br>30% Health
  | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Corner}}
  | notes        = *CVO ender for max damage, can be done if start your combo with at least 90 meter with orange health.
   | notes        = *CVO ender for max damage at 200 meter and <30% health.
*In UNICLR, CVO was nerfed so it's not worth to do this combo when you are still in green health.
}}
 
{{ComboData-UNI
  | combo        = 623A/B(2) > CVO > tk.j214B > dl.236C > 236A > 214C > IWEX<br>
-------------------
623A/B(2) > CVO > tk.j214B > 236C > 5B > 236A > 214C > IWEX
   | cost          = 200 {{Property-UNI|EXS}},<br>
{{Property-UNI|vorpal}}, and‏‏‎‎‎<br>
 
{{Property-UNI|grd break}}
   | location      = {{Property-UNI|Midscreen}}<br>
------------------
{{Property-UNI|Corner}}
   | notes        = *CVO ender for max damage at 200 meter <30% health.
*Time your 623 to hit before they hit the ground from 4B's headbutt.
*Time your 623 to hit before they hit the ground from 4B's headbutt.
*Only two hits of 623X should come out before you activate CVO
*Only two hits of 623B should come out before you activate CVO. Otherwise it ruins the hitstun scaling and you may drop.
*Use tk.214B instead of A version because you spend less frames suspended in the air.
*The use of tk.214A vs tk.j214B is to prevent the deadzone that sometimes makes 236C impossible to follow up from a specific spacing from the corner.
*The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes.
*The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes.
*1st combo is midscreen only.
*1st combo is midscreen only.
*2nd combo is corner only.
*2nd combo is corner only.
*If you're kinda midscreen but also kinda in the corner, use the midscreen route but 3C instead of 236A. You'll know once it happens.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236A,4A > IWEX
   | combo        = 214[B], 5C > Steer Ender > IWEX
   | cost          = ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‎200 {{Property-UNI|EXS}}, ‏‏‎‎‎‎{{Property-UNI|grd break}}
   | cost          = ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‎200 {{Property-UNI|EXS}}‏‏
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Best non-CVO IWEX ender for if you need to close out a round but don't have vorpal.
   | notes        = *Best non-CVO IWEX ender for if you need to close out a round but don't have vorpal.
*Does about 100 more damage than a j.214B > IW and looks cooler.
*Does about 100 more damage than a j.214B > IW and looks cooler.
*If you do the IWEX early enough, you can connect it without the initial hit-sound before the normal animation plays.
*If your combo is too prorated, use 5B instead.
  }}
  }}


  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 5B > j.5C > j.B > j.214B > IWEX
   | combo        = 214[B], 5C > j.C~B > j.214A > IWEX
   | cost          = ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‎200 {{Property-UNI|EXS}}, ‏‏‎‎‎‎{{Property-UNI|grd break}}
   | cost          = ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‎200 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Stronger non-CVO IWEX for the corner.
   | notes        = *Stronger non-CVO IWEX for the corner.
*Does about 200 more damage than a j.214B > IW and still looks cooler.
*With the changes to j.214A, it now puts us deep enough into the corner for this to connect without doing anything weird.
*Have to end very deep in the corner or else IWEX will whiff.
}}
*Do note that the combo is 214[B] > 5B for consistency instead of the usual 214[B] > 5C.
 
{{ComboData-UNI
  | combo        = 214[B], 5C > j.C~B > j.214B > CS, [4]6C
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *An ender which allows you to get cash out your GRD for meter, even if you have 200.
*Only use this ender if you need to spend meter to get the KO, have vorpal, and still need to win another round.
*This EX is specifically suggested because it does a lot of damage, but more importantly, doesn't KO until completion (which allows meter to fill).
*There are a number of ways to burn CS before a kill (even without meter), but this one is best for when you actually need to use some.
}}
 
{{ComboData-UNI
  | combo         = 214[B], 5C > j.C~B > j.214B > 623C > CS, 3C > [4]6C
  | cost          = {{Property-UNI|Vorpal}}, 175 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Another meter-economy ender.
*This one is for when IW is overkill, but 1 super won't be enough.
*You should end up with 50 meter minimum left over after the kill.
}}
{{ComboData-UNI
  | combo        = 214[B] > 6C > <span style="color: red;">Veil Off</span>
  | cost          = 100+ {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *A safe way to enter Veil Off without sacrificing much damage.
*A great tool for when you absolutely must go All-In, but have a large health deficit.
*Having orange health or 200 meter extends VO duration by a few seconds, and meeting both requirements extends it even more.
*If your opponent backtechs, you can use that time to Concentrate, giving yourself a head start on the next GRD cycle to replenish your resources when VO runs out.
*Max duration VO in UNI2 has been nerfed to about 18 real seconds.
  }}
  }}
}}
}}
<big>[[#List of Enders|Return to top]]</big>
</div>
</div>


==Combo Starters==
==Combo Starters==
Line 298: Line 313:
This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.<br>
This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.<br>


''Click on a header to expand that section of the combo list''
''Click on a header to expand or collapse that section of the combo list''
 
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>A Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for A Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">A Starters</font> ===
=====Standard A starters=====
If they use either 2A or 5A damage/meter will be with 2A which is slightly lower at 65% initial proration vs 66% initial from 5A.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Easy}} 2A/5A > 5B > 214B > j.B > j.C > j.6C > dash > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Easy}}:<br>2A/5A > 5B > 214B, j.BC > j.6C, dash 4B > {{Property-UNI|Ender}}
   | basedamage    = 2821-3631
   | basedamage    = 2978~3762
   | bonusdamage  = 3098-3988
   | bonusdamage  = 4629
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 49.49+
   | metergain    = 63.80+
   | oppmetergain = 34.30+
   | oppmetergain = 29.59
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Your bread and butter. Works perfectly for mashing out of pressure.
   | notes        = *Your bread and butter. Works perfectly for mashing out of pressure.
*Works anywhere but 4B can be harder in the corner.
*Unchanged from CLR, this route is too prorated for any of the fancy new routes.
*You will be doing this combo a lot.
*Can work at max 2A range if you dash before the j.B.
  }}
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>2A/5A > 5B > 214B, 6C, dash 4B > {{Property-UNI|Ender}}
  | basedamage    = 2983~3798
  | bonusdamage  = 4665
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 62.53
  | oppmetergain = 29.72
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Slightly more optimized route due to changes to 6C.
*Needs a close A button.
*Going for this route will get you comfortable with 6C's range, which will be necessary for optimal combos later.
   }}
   }}
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>2A > 5B > 214B, j.BC > j.6C > land > j.[C] > dash 5A-A-A-A-A
  | basedamage    = 3102
  | bonusdamage  = 4515
  | cost          = Gain GRD
  | metergain    = 65.51
  | oppmetergain = 37.15
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *'''The''' meterless route.
*Good meterless damage, good corner carry, strong oki, and even gives you GRD.
*Less IW damage though. Should go into your standard route if you plan on using Infinite Worth.
  }}
}}
{{ComboTable-UNI
|data=
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        = 1A > 2A/5A > 5B > 214B > j.B > j.C > j.6C > dash > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Easy}}:<br>1A, 2A/5A > 5B > 214B, j.BC > j.6C, dash 4B > {{Property-UNI|Ender}}
   | basedamage    = 2579-3299
   | basedamage    = 2799~3477
   | bonusdamage  = 2832-3623
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 50.47+
   | metergain    = 64.39+
   | oppmetergain = 36.31+
   | oppmetergain = 31.75+
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Easy 1A starter that doesn't require a fast confirm.
   | notes        = *Easy 1A starter that doesn't require a fast confirm.
*Pretty much the same combo as the one above.
*Pretty much the same combo as the one above.
*Doesn't work at tip range.
*Doesn't work at max-tip range but it's still pretty generous.
*1A is plus on block.
  }}
  }}
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        = 1A > 66B > 214[B] > j.B > j.C > j.6C > dash > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>1A > 623A, 5A > 214B, j.BC > j.6C, dash 4B > {{Property-UNI|Ender}}
   | basedamage    = 2716-3436
   | basedamage    = 3070~3726
   | bonusdamage  = 2984-3775
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 51.82+
   | metergain    = 69.91+
   | oppmetergain = 35.33+
   | oppmetergain = 36.28+
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Alternate confirm off of 1A that works in any situation, does more damage, but is slightly trickier and unsafe on block.
   | notes        = *Alternate confirm off of 1A that works in any situation, does almost 300 more damage.
*If they block 623A, you're only -3. Perfect for RPS'ing with 720C or taking your turn again.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>1A > 623A, 5A > 5[C] > 214[B], 3C, 2A > 6C, j.[C]B > 214B > 623C, 3C
  | basedamage    = 3879
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 83.67
  | oppmetergain = 65.02
  | location      = {{Property-UNI|Corner}}
  | notes        = *Similar to the 623A corner route much later in the guide, but without the delays that it has.
}}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  | combo        = {{Property-UNI|hard}}:<br> 2A/5A > 2C > 4B > 214[B], 6C , deep dash > j.[C]A, 5AA > dl.5A > dl.5AA
  | basedamage    = 3437
  | bonusdamage  =
  | cost          = Gain +0.5 GRD blocks
  | metergain    = 76.24
  | oppmetergain = 50.28
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *This combo works with a wide variety of starters, you are not locked into just 2A > 2C. As long as you get an early 4B and the starter isn't assault.
*Easily your most optimal meterless A starter combo. It has no business doing this much damage for no resources lol.
*Can just barely work with your back to the corner but you have to walk forward as far as you can before the 6C. Probably not worth it.
  }}
  }}
}}
}}
<big>[[#Combo Starters|Return to Combos]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>B Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for B Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
B starter combos let you do the same basic routes as A starters, but up close they can load up much more damage. Additionally, you have much more freedom with B starters because it keeps the opponent low enough to the ground to follow up with a wide range of attacks. With 214X range nerfed, you also have a little bit more to think about now.


=== <font style="visibility:hidden" size="0">B Starters</font> ===
2B combos are too prorated so you generally just go into your bnb, unless it was CH. For that reason, most are not listed.
B starter combos let you do the same basic routes as A starters, but up close they can pack even more damage thanks to double clap routes and 214B 5C routes. On the other hand, from afar they'll do way less. The regular bread and butter combo is not listed, in an effort to conserve space.
 
====5B > 214X Midscreen====
 
 
5B is a very consistent starter and allows many free-form conversions. Below, some standard routing is shown.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>5B > 214B, dash j.AC > j.6C, dash 4B > {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =  This is a stable 5B starter route that works at all ranges that 214B connects. You will definitely be using this a lot. Learn this route first!
*The air series has a lot of variations available depending on distance or height, but this is the most consistent. Refer to the Combo Theory section above for more info.
*If you have good height control and can keep your opponent somewhat low, you can add a 2C between the j.6C and 4B for extra damage
*While not optimal meterless, it's still a great, consistent combo with easy access to metered enders.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>5B > 214B, dash j.AC > j.6C, dash j.[C], dash > 5A-A-A-A-A
  | basedamage    =
  | bonusdamage  =
  | cost          = Gain GRD
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = An excellent meterless combo that provides more damage than any meterless enders while also providing great oki, good corner carry, and even some GRD. Great for the start of round 1 before you have a chance to gain meter.
*Again, the air series has many optional variations available.
*Dashes are optional, but each one adds more consistency and corner carry.
*You go through the entire Smart Steer route, ending at the new Steer Ender.
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 214B > 66C > dash > j.A > j.B > j.C > 66B > 214B > j.A > j.B > j.6C > dash > 3C
   | combo        = {{Property-UNI|Hard}}:<br>5B > 214B, j.BC > j.6C, land > 6C, dash j.[C]B, Dash 5AA > dl.5A > dl.5AA
   | basedamage    = 2784
   | basedamage    = 3481
   | bonusdamage  = 3057
   | bonusdamage  = 4894
   | cost          =  
   | cost          = Gain GRD
   | metergain    = 61.62
   | metergain    = 76.91
   | oppmetergain = 40.18
   | oppmetergain = 46.16
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Round start distance.
   | notes        = *Your most optimal meterless 5B confirm.
*Universal roundstart/max range 5B route (damage from roundstart distance).
*Timing is a bit tight between 214B and 66C.
*Gives full corner carry from roundstart.
  }}
  }}
}}
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br> 66B > 214[B], j.CB > j.6C, 4B > {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Solid blockstring that's forward advancing and plus on block. Great damage.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br> 66B > 623A, 2A > 214B, j.AB > j.6C, 4B > {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Another solid blockstring due to how much forward movement both 66B and 623A have. Remember that 623A is -3 on block and play accordingly.
}}
}}
Weird Routes:
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>5B > 214B, j.6C, 2C > 4B > 623A, 5A > 6C, dash j.[C]B, 2A > 5C > j.214A > {{Property-UNI|EXS}}
  | basedamage    = 4138
  | bonusdamage  = 5035
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 89.72
  | oppmetergain = 65.97
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Probably the weirdest route we currently have.
*Works at any range that 214B connects.
*Does not work if you or the opponent is too close to the corner. A truly midscreen route.
*You can apparently route into smart steer from the j.[C] but I couldn't figure it out.
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 214A > 66B > 214B > dash > j.A > j.C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Hard}}:<br>5B > 214A, 66B > 214B, dash j.BC > j.6C, dash 4B > {{Property-UNI|Ender}}
  | basedamage    = 3382~4024
  | bonusdamage  = 4901
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 76
  | oppmetergain = 35
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *The double clap route from CLR.
*Still a very good combo since it's a lot easier than the 6C route.
*Use j.A instead of j.B if they are too far.
*If you have good height control (delaying the claps), you can fit a 2C before the 4B.
}}
}}
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br> 66B > 214[B], j.CB > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Your go-to punish for blocking VO if you are close enough.
   | notes        = *Solid blockstring that's forward advancing and plus on block. Great damage.
*5B > 214A can be made gapless on block, so there is no risk if they block 5B.
}}
*In the corner, use 3C instead of your air combo. 3C > 2C > 4B.
{{ComboData-UNI
}}
   | combo        = {{Property-UNI|Medium}}:<br> 66B > 623A, 2A > 214B, j.AB > j.6C, 4B > {{Property-UNI|Ender}}
{{ComboData-UNI
   | basedamage    =  
   | combo        = 2B > 5B > 214B > j.A > j.214B > 236C > 4B > {{Property-UNI|Ender}}
   | bonusdamage  =  
   | basedamage    = 3179
   | cost          = Optional {{Property-UNI|EXS}}
   | bonusdamage  = 3493
   | metergain    =  
   | cost          = 100 {{Property-UNI|EXS}}
   | oppmetergain =  
   | metergain    = 32.53
   | oppmetergain = 43.16
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic 2B/5B route that works anywhere if you're not confident in 66C/microdashes.
   | notes        = *Another solid blockstring due to how much forward movement both 66B and 623A have. Remember that 623A is -3 on block and play accordingly.
*Damage and route calculated with max range 2B.
*If you are closer than max range, simply go into your normal bnb.
}}
}}
}}
====Other midscreen confirms====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B > 5B > 214B > dash > j.A > j.C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>5B > 623A, 66B > 214B, dash j.AC > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 2685-3489
   | basedamage    = 2976~3666
   | bonusdamage  = 2950-3832
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 49.93+
   | metergain    = 70.59+
   | oppmetergain = 33.95
   | oppmetergain = 36.05+
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Alternate max range 2B route. Does more damage but trickier to execute.
   | notes        = *Round start confirm.
*Need to instantly cancel 5B for this to work. Only the 2nd and 3rd hits of 623A will connect.
}}
}}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B > 214B > dash > j.A > j.B > j.5C > 66B > 236A4A > [4]6C
   | combo        = {{Property-UNI|Medium}}:<br>2B > 214B, dash > j.ABC, 5B > 5[C] > 236B~4B > [4]6C
   | basedamage    = 3140
   | basedamage    = 3513
   | bonusdamage  = 3450
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 41.41
   | metergain    = 60.49
   | oppmetergain = 40.26
   | oppmetergain = 39.75
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Situational max range 2B starter, where you have already used 5B in your block string.
   | notes        = *Situational route where you accidentally use a bounce too early.
*This combo structure can be used on ''any'' early bounce, so I think it's worth learning. For example, air hit 236A~4A > CS.
*If you think they are too low for 5B, simply use 66B > 236A instead. Less damage but great consistency.
*2B > 214B uses one bounce which is why the route is quite different than the rest of Waldstein's combos.
*2B > 214B uses one bounce which is why the route is quite different than the rest of Waldstein's combos.
*Enemy will keep the corner as long as you do not move forward.
*Damage calculated at max range 2B.
*Can use any EXS ender you feel is necessary for your situation, including 623C for the corner.
*Can use any EXS ender you feel is necessary for your situation, including 623C for the corner.
*If you decide to do a CVO route, omit the second part of 236A. So 66B > 236A > CVO
*If you decide to do a CVO route, omit the second part of 236B. So 5[C] > 236B > CVO
}}
}}
 
====Long Range 5B > 22A confirms====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>5B > 22A > 236C, 4B > 5A-A-A-A-A
  | basedamage    = 3031
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}, Gain GRD
  | metergain    = 33.09
  | oppmetergain = 36.69
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 214A/B > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Hard}}:<br>5B > 22A > dl.236C, dl.214[B], 6C, dash j.[C]A, 5A-A-A-A-A
   | basedamage    = 4148-4239
  | basedamage    = 3290
   | bonusdamage  = 4555-4654
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}, Gain GRD
  | metergain    = 37.65
  | oppmetergain = 46.52
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Your backup combos for when the opponent is outside the range of 214B or 623A.
*The only time you might consider using a standard ender after 4B in the first combo is if you need to use CVO to close the round.
*There are a lot of variables that can allow you to do different things from this starter, too many to list. Number of 22X, if the 5B was CH, how long you delay certain attacks.
}}
}}
 
====5B Corner====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = 5B > 214B, 6C, reposition > 5C > 4B > 214[B], 5C > j.CB > j.214B > dl.623C, 3C
   | basedamage    = 4114
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 67.55
   | metergain    = 86.11
   | oppmetergain = 52.01
   | oppmetergain = 64.07
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Use 214A to keep your blockstring tight, 214B for a frame trap.
   | notes        =  
*The timing for 623C is quite generous so be sure to delay, but not ''too'' delayed.
*If you still have a short distance before you touch the corner, use 623C with no delay instead.
*214A does the higher of the two damages listed.
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B > 5C > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > 720B (or 214A > 720C)
   | combo        = 5B > 214A, 3C, 623A, 5A > 4B > 214[B], 5C > j.CB > j.214B > dl.623C, 3C
  | basedamage    = 3246-3699
   | basedamage    = 4130
  | bonusdamage  = 3567-4063
   | bonusdamage  =  
  | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 58.58+
   | metergain    = 89.05
  | oppmetergain = 42.52+
   | oppmetergain = 67.61
  | location      = {{Property-UNI|Corner}}
  | notes        = *If you are deep in the corner, do a vertical jumping j.6C instead of jumping towards them.
*This particular ender is suggested because they guarantee the corner as opposed to the other enders, which allow the opponent to air-tech out.
  }}
{{ComboData-UNI
  | combo        = 2B > 214A > 5A > 214B > 3C > 2A > 5B > 4B > 236A > 623C > 2C > 3C
   | basedamage    = 3887
   | bonusdamage  = 4270
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 58.37
   | oppmetergain = 60.03
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Requires you to be close, will not connect from distance 2B's.
   | notes        = *Two confirms, depending on what you planned on doing if they blocked 5B, but didn't.
*236A > 623C is tight. Combo will drop if your opponent ground bounces on the 236A. There is no being too fast on this one.
*Unlike the 5B > 214A starter, 2B > 214A is not safe. The CPU can reversal it but the window is small. Watch out if your opponent has vorpal.
   }}
   }}
}}
}}
<big>[[#Combo Starters|Return to Combos]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>C Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for C Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
 
Consider this section highly under-labbed. I could not find any decent 5C midscreen starters because of how far this move sends your opponent. I will closely update this section if we find more stuff.<br>
=== <font style="visibility:hidden" size="0">C Starters</font> ===
Every non-bnb midscreen 5C combo I can find does less damage than 623A or 6C starters and are less finicky.
====Close Range C Starters====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>2C > 4B > 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA
   | basedamage    = 3344-4118<br>
  | basedamage    = 3723
   | bonusdamage  = 3675-4524
  | bonusdamage  =
  | cost          = Gain GRD
  | metergain    = 77.41
  | oppmetergain = 47.58
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>2C > 4B > 623A, 66B > 214B, j.AB > j.6C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3471~4029
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 55.49+
  | metergain    = 82.28
   | oppmetergain = 37.31+
  | oppmetergain = 44.64
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Two different confirms to suit your needs.
}}
}}
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>2C > 1Aw, 5A > 6C, dash 4B > 214[B], 5C > Steer Ender<br>
  | basedamage    = 3333
  | bonusdamage  =
  | cost          = Gain GRD
   | metergain    = 55.64
  | oppmetergain = 36.72
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>CH 2C > 1Aw, 623A, 6C, dash 4B > 214[B], 5C > Steer Ender
  | basedamage    = 3667
  | bonusdamage  =
  | cost          =
  | metergain    = 63.80
   | oppmetergain = 39.29
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        =*Useful if your attempts to zone your opponent are successfully started with a 5C.
   | notes        =*The second combo is currently your best meterless CH 2C meterless punish. Definitely worth learning. I have it listed again in the Anti-Air confirms so you don't miss it.
*If used in the corner, try to use either a 720X ender or 623C > 3C ender so that the opponent keeps the corner.
*If the opponent was grounded and too close, 1A will connect and you'll have to convert to the first combo instead.
*Must be a close 5C, or at least somewhat close to the corner.
*Yes, this does more damage than routing into the full smart-steer.
  }}
  }}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C > 4B > 214[B] > j.B > dl.j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > {{Property-UNI|Ender}} ({{Property-UNI|EXS}} Only)
   | combo        = {{Property-UNI|Medium}}:<br>5C > 214B, 6C, dash > dl.2C > 4B > {{Property-UNI|Ender}}
2C > 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3481~4279
   | basedamage    = 3370-3982
   | bonusdamage  =  
   | bonusdamage  = 3702-4375)
3205-3858
(3360-4237
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 62.86
   | metergain    = 68.59
   | oppmetergain = 49.48+
   | oppmetergain = 33.17
  | location      = {{Property-UNI|Anywhere}}
  | notes        =*Standard bnb but needs a close 5C because it sends your opponent outside of new reduced clap range.
*Needs a little modification if you were cornered (omit 2C) or have the opponent cornered (might sideswap after 6C).
}}
}}
 
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}} - 6C's Grab:<br>6C, dl.4B > 214[B], dash j.ABC, 5AA > dl.5A > dl.5AA
  | basedamage    = 4049
  | bonusdamage  = 5462
  | cost          = Gain GRD
  | metergain    = 75.43
  | oppmetergain = 46.12
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}} - 6C's Grab:<br>6C, dash 4B > 214[B], dash j.ABC, 2B > 5B > 5C > j.CB > j.214B > {{Property-UNI|EXS}}
  | basedamage    = 4478
  | bonusdamage  = 5355
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 83.49
  | oppmetergain = 59.94
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - 6C's Grab:<br>6C, dl.4B > 623A, 66B > 214B, dash j.AB > dl.j.6C, land > dash j.[C]B, dash 5AAA
  | basedamage    = 4134
  | bonusdamage  = 5547
  | cost          = Gain GRD
  | metergain    = 94.92
  | oppmetergain = 61.75
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
{{Property-UNI|Anywhere}}
  | notes        =
   | notes        = *Uses the same route as the 4B starter found later in this guide.
}}
*Delaying the j.5C will decide how high your opponent will be, so it is important to get the timing/height down.
{{ComboData-UNI
*Second combo can be used anywhere and gives you the option of 720 or godpress without meter.
  | combo        = {{Property-UNI|Hard}} - 6C's Grab:<br>6C, dl.4B > 623A, 66B > 214B, dash j.AB > dl.j.6C, land > dash j.[C]B > j.214B > [4]6C
*Second combo, you may omit 2B for higher damage in exchange for harder execution.
  | basedamage    = 4514
  | bonusdamage  = 5411
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 94.92
  | oppmetergain = 61.75
  | location      = {{Property-UNI|Midscreen}}
   | notes        = *These combos are a little weird because for some reason, 6C as a starter does not grant the ultra-low tech so we can't route straight into 214[B] easily.
}}
}}
}}
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>66C, dash 3C, 66B > 214B, dash j.AB > j.214X > [4]6C
  | basedamage    = 3757
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 60.69
  | oppmetergain = 45.09
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|easy}} j.5[C] > 2A > 5B > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Hard}}:<br>66C, dash 6C, walk > dash > 214[B], j.C > dl.j.AB, 5B > 5C > j.C > j.214X > [4]6C
   | basedamage    = 3048-3768<br>
  | basedamage    =
   | bonusdamage  = 3348-4139
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =*For those times when you wanted to 66Cw > 360, but your opponent got hit instead.
*Damage calculated with both hits, but both routes works with just the second hit too.
*You can substitute [4]6C with whatever metered ender you want.
}}
}}
 
====Long Range C Starters====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>5C > dl.5AB (Steer Ender)
  | basedamage    = 1893~2227
  | bonusdamage  =
  | cost          = Gain 2 blocks of GRD
  | metergain    = 7.92
  | oppmetergain = 9.18
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *I think this is actually a good sequence. 5C has a pretty long cancel window so you should be able to visually hitconfirm into 5AB/Steer Ender without much risk.
*Gives great oki for how far it normally sends the opponent.
*Damage varies based on how far the Steer Ender lands. You get less damage from far hits for some reason.
}}
{{ComboData-UNI
   | combo        = {{Property-UNI|Easy}}:<br>5C > dl.236A~4A > {{Property-UNI|EXS}}
  | basedamage    = 2846
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 55.07
   | metergain    = 30.92
   | oppmetergain = 37.90
  | oppmetergain = 119.27
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Another easy combo to visually confirm into.
*If you just want to swing the 236A on block to get in, you can always use 214C to create plus frames instead.
*Values are measured with [4]6C, but you can do 236C and extend a little bit without any additional bounces available.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>5C > 22B > 236C, 4B, 5A-A-A-A-A
  | basedamage    = 3073~3450
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 32
   | oppmetergain = 37
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>5C > 22B > 236C, 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA
  | basedamage    = 3317~3776
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 36.70
  | oppmetergain = 49.08
  | location      = {{Property-UNI|Midscreen}}
  | notes        =*Same combos as your 5B > 22A confirm.
*Damage values differ based on distance, CH, and how many hits of 22X actually connect.
}}
}}
 
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - 6C's Punch<br>6C > dash > 2B > 5B > 214B > dash > j.ABC > 5B > 236A,[4]A > [4]6C
  | basedamage    = 3756
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = <span style="color: red;">Very</span> {{Property-UNI|Hard}} - 6C's Punch<br>6C > dash 623A > 2A > 214B > j.A > dl.j.B > dl.j.C > 5B > 236A,[4]A > [4]6C
  | basedamage    = 3922
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 72.09
  | oppmetergain = 48.12
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *If very close, a forward jump will side switch before the j.5[C] lands. This forces the opponent to block in the opposite direction from just a moment ago if they wish to block successfully.
   | notes        = *These two punch combos are more trouble than they are worth, especially since the opponent is likely to shield this 43 frame overhead anyway.
*A very safe route that will work every time.
*I'd suggest skipping these until you master everything else, unless you want to challenge yourself for fun.
*Your bread and butter combo, but with a j.[C] starter.
}}
}}
 
====Jump-in j.[C] Combos====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo         = {{Property-UNI|easy}}:<br> j.[C], 5A > 2C > 214[B], j.CB > j.6C, 4B > {{Property-UNI|Ender}}
  | basedamage    = 3354~3891
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 71.64
  | oppmetergain = 34
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|hard}} j.5[C] > 2C > 214[B] > j.5C > j.B > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>j.[C], 2A > 2C > dl.214[B], 6C > 4B > 5A-A-A-A-A
   | basedamage    = 3377~4158<br>
  | basedamage    = 3681
   | bonusdamage  = 3710~4567
  | bonusdamage  =
  | cost          = Gain GRD
  | metergain    = 76.96
  | oppmetergain = 46.13
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br> j.[C], 5A > 2C > dl.214[B], 6C, > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3452~4182
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 57.15+
   | metergain    = 71.10
   | oppmetergain = 41.65+
   | oppmetergain = 36.25
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *This starter can only be done on crouching opponents, counter hit opponents, or with a delayed j.[C] starter. Otherwise, 2C will whiff. It requires a high level of awareness of what your opponent is doing and also the spacing they are at (because they may be out of range of 2C too).
   | notes        = *If you happen to delay the j.[C] slightly, or you notice that your opponent was crouching or Counter Hit, you can omit 2A/5A for some extra damage.
*To make it a universal combo, you can add a 5A after the starting j.[C]. You lose between 100 (meterless) and 300 (meter) damage for doing this, which can be worth the consistency.
*For the medium combos, the delay on 214[B] is very slight. If you don't delay it, there is a greater chance of dropping the 6C.
}}
}}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Air hit: j.[C] > dash 2C > 214[B] > j.ABC > 5B > 4B > {{Property-UNI|Ender}}
   | combo        = Air hit, {{Property-UNI|Medium}}:<br>j.[C] > dash 2C > 214[B] > j.ABC > 5B > 4B > {{Property-UNI|Ender}}
Air hit: j.[C] > 2C > 214[B] > j.ABC > 5B > 5C > 236B~4B > {{Property-UNI|EXS}}<br>
   | basedamage    = 3342
Air hit: j.[C] > 2C > 214[B] > j.ABC > 66B > 236A~4A > [4]6C
   | bonusdamage  =  
   | basedamage    = 3248~4071<br>
   | bonusdamage  = 3568~4455
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 51.08+
   | metergain    = 51.08+
   | oppmetergain = 34.70+
   | oppmetergain = 34.70+
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = Air hit, {{Property-UNI|Medium}}:<br>j.[C] > 2C > 214[B] > j.ABC > 5B > 5C > 236B~4B > {{Property-UNI|EXS}}
  | basedamage    = 3565~4212
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 78
  | oppmetergain = 41.13
  | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standard confirms for j.[C] air hit.
   | notes        = *Standard confirms for j.[C] air hit.
*The second combo is for when they are too far for 4B.  
*The second combo is for when they are too far for 4B.  
*The third combo is specifically for when they are too far for 4B and you also want to end with godpress.
*If the opponent is too far for 2C, replace 2C > 214[B] with 2B > 5B > 214B instead.
}}
}}


}}
====Corner C Starters====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.5[C] > j.6C > dash > 214[B] > j.5C > j.B > j.A > 5B > 2C > 4B > {{Property-UNI|ender}}
   | combo        = {{Property-UNI|Hard}}:<br>5C > dl.214B > dl.623A > 3C > 2C > 4B > Simple {{Property-UNI|Ender}}
j.5[C] > j.6C > dash > 214[B] > dash > j.A > j.B > j.C > 5B > 5[C] > 236B4B > [4]6C
   | basedamage    = 3745~4304
   | basedamage    = 3409-4115
   | bonusdamage  =  
   | bonusdamage  = 3745-4520)
3894 (4280
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 61.93+
   | metergain    = 76.90+
   | oppmetergain = 42.31+
   | oppmetergain = 40.22+
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Good mixup if your opponent blocks low after your regular j.5[C]'s.
   | notes        = *If you're "too close", delay the 623A too.
*Highly prorated, I would suggest ending with either 236A4A > [4]6C ender or a 720X. Highest damage is 236C as usual.
*Highly prorated. Note the Simple Ender.
*If you are cornered and you manage to get this start, do the second combo instead. 3894 is the damage of the second combo.
}}
*Still plus even if they shield the j.6C.
 
  }}
  }}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Medium}}:<br>2C > 4B > 214[B], 623A, 3C, 2B > 5B > 5C > j.CB > j.214B > 623C, 3C
   | basedamage    = 4359
   | basedamage    = 4247
   | bonusdamage  = 4786
   | bonusdamage  =  
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 71.08
   | metergain    = 86.35
   | oppmetergain = 72.82
   | oppmetergain = 46.65
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Same as the 5B > 214A corner route.
   | notes        = *Because 623A moves you forward, you do not need to be too deep in the corner to get this. You just need the wall to stop 3C from throwing too far.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 2C > 4B > 214[B] > dl 5C > dl j.B > j.5C > 2B > 5B > 5C > 4B > 720B or (214A > 720C)<br>
   | combo        = {{Property-UNI|Hard}}:<br>2C > 4B > 214[B], 214A, 3C, 2B > 5B > 5C > j.CB > j.214B > 623C > 3C
2C > dl.214A > 3C > 2B > 5B > 4B > 214[B] > 5C > j.C > j.B > j.214B > 623C > 3C
   | basedamage    = 4284
   | basedamage    = 3382-3931 (3712-4315)<br>
4270 (4687)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 70.63+
   | metergain    = 86.35
   | oppmetergain = 52.93+
   | oppmetergain = 46.65
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *The opponent should not bounce off of the ground at any point during the combo. 2B must connect while they are still airborne.
   | notes        = *The opponent needs to land in 214A's later active frames. Therefore, this combo will not work if you are too deep in the corner.
*If going for the 214A > 720C, your input should be 214(A)7896321478C. The 214A becomes part of the 720C.
*The range you're looking for in order to convert this combo is to have the corner stop them from going too far after 214A.
*If you would rather keep it simple, just do the 2C Anywhere combo instead for about 100 less damage.
*It turns out to be about 1 "jump back" after setting player positions to the corner.
*Second combo works great for punishing someone's VO that you blocked.
  }}
  }}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|hard}} j.5[C] > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > 720B
   | combo        = {{Property-UNI|Medium}} j.[C], 5A > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > Simple {{Property-UNI|Ender}}
{{Property-UNI|hard}} j.5[C] > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > 236A~4A > 623C > 3C
   | basedamage    =  
   | basedamage    = 3659 (4021)
4240 (4632)
   | bonusdamage  =
   | bonusdamage  =
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 56.90
   | metergain    =  
   | oppmetergain = 37.73
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *This starter can only be done on crouching opponents, counter hit opponents, or with a delayed j.[C] starter. Otherwise, 2C will whiff. It requires a high level of awareness of what your opponent is doing.
   | notes        = *Similar to the midscreen route.
*Other enders do less damage and give you worse oki. Stick to these two specific enders for this combo.
*Self-reminder to Tanasinn to take another look at this starter, we learned some new things so I don't know if we can do something different.
*To make it more consistent, you can add a 2A after the starting j.[C] to give yourself more time to visually confirm what button you need to use. You lose between 100 (meterless) and 300 (meter) damage for doing this.
}}
}}
}}
}}
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Assault Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for Assault Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
 
======Assault incurs some heavy scaling, which usually limits your damage and routing pretty heavily.======
=== <font style="visibility:hidden" size="0">Assault Starters</font> ===
If you score a Counter Hit from your assault attack, these penalties are removed. Your routing doesn't have to change, but you'll get more damage if you:
Most assault starters require j.A > j.B > j.6C at some point in the combo but on counter-hit, you can use whatever aerial attacks you want. j.B > j.5C > j.6C works on counter hit and is closer to the main bread and butter combo.
*Remove any A buttons before your launcher.
*Remember that you can use any enders instead of limiting yourself to the simple enders.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Assault > j.5C > 2A > 5B > 214B > j.A > j.B > j.6C > land > j.5[C] > 2B > 5C > 236A
   | combo        = {{Property-UNI|Easy}}:<br>Assault > j.C, 2A > 5B > 214B, j.AB > j.6C, 4B > Simple {{Property-UNI|Ender}}
   | basedamage    = 2562
  | basedamage    = 2666
   | bonusdamage  = 2814
  | bonusdamage  = 4174
   | cost          =  
  | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 51.70
  | metergain    = 61.70
   | oppmetergain = 32.89
  | oppmetergain = 28.94
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Basic bnb conversion. Great place to start.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>Assault > j.C, 5A > 2C > 214[B], j.AB > dl.j.6C, 4B > Simple {{Property-UNI|Ender}}
  | basedamage    = 2764~3171
  | bonusdamage  = 4276
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 64.30
  | oppmetergain = 31
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>Assault > j.C, 2A > 2C > 214[B], j.AB > dl.j.6C > land > dash j.[C] > dash 5A-A-A-A-A
   | basedamage    = 2854
   | bonusdamage  = 4267
   | cost          = Optional 200 {{Property-UNI|EXS}}
   | metergain    = 66.19
   | oppmetergain = 37.54
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Assault starter that carries about a half-stage distance and gives great oki if you can get them into the corner.
   | notes        = *Simple conversions that maintain similar structure to your bnb's.
*Straight out of mission mode and corner carries from round start.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|Medium}}:<br>Assault > j.C, 66B > 214[B], 6C, 4B > Simple {{Property-UNI|Ender}}
   | combo        = Assault > j.5C > 2A > 5B > 214B > j.A > j.B > j.6C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 2921~3596
   | basedamage    = 2580-2884
   | bonusdamage  = 4473
   | bonusdamage  = 2834-3169
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 48.86+
   | metergain    = 65.60
   | oppmetergain = 33.31+
   | oppmetergain = 30.50
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Heavily prorated, multiple button enders will not work.
   | notes        =  
*Upper damage values are from 4B > 236C ender.
}}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>Assault > j.C, 66B > 214[B], 6C, dash j.[C] > dash 5A-A-A-A-A
  | basedamage    = 3028
  | bonusdamage  = 4441
  | cost          = Optional 200 {{Property-UNI|EXS}}
  | metergain    = 67.61
  | oppmetergain = 38.44
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *The 66B links only work on crouching or CH.
*If you're opponent blocks j.C, 66B will frame trap.
*Best effort/reward ratio.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>Assault > j.C, 2A > 2C > 4B > 214[B], 6C, dash j.[C] > dl.j.B, 5AA > dl.5AAA
  | basedamage    = 3033
  | bonusdamage  = 4446
  | cost          = Optional 200 {{Property-UNI|EXS}}
  | metergain    = 79.06
  | oppmetergain = 51.02
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Smart Steer > IW damage in parenthesis.
*The Hard combo is basically not worth doing, but it is the optimal meterless.
}}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Assault > j.B > CS > j.A > 66B > 214[B] > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Easy}}:<br>Assault > j.2C > land > CS, 2C > 214[B], j.CB > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 2611-3303
   | basedamage    = 2998~3585
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 34.91+
   | oppmetergain = 30.59
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Learn your distance for confirming assault j.5B since it misses point-blank.
   | notes        =  
*Heavily prorated, keep your enders on the shorter side.
}}
*In the corner and with 100 {{Property-UNI|EXS}}, can replace 4B with 3C > 623C > 5A > 3C (3249 dmg).
{{ComboData-UNI
}}
   | combo        = {{Property-UNI|Hard}}:<br>Assault > j.2C > land > CS, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Simple {{Property-UNI|Ender}}
{{ComboData-UNI
   | basedamage    = 3146~3786
   | combo        = Assault > j.2C > land > CS > 2C > 214[B] > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 2848-3585
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 34.13
   | oppmetergain = 38.41
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *j.2C is a mid but if you can land it, that's more damage for you.
   | notes        = *j.2C is a mid but if you can land it, that's more damage for you.
*If you land close enough, you can do j.B > j.5C > j.6C
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        ={{Property-UNI|medium}}: Assault > j.2C > land > CS > 2C > 214[B] > 3C > 2A > 5B > 5C > j.5C > j.6C > j.214B > (IW)
   | combo        = {{Property-UNI|Medium}}:<br>Assault > j.2C > land > CS, dash 2C > 214[B], dash 3C, 5A > 5B > 5C > 4B > Simple {{Property-UNI|Ender}}
{{Property-UNI|hard}}: Assault > j.2C > land > CS > dash > 2C > 214[B] > dash > 3C > 2A > 5B > 5C > 4B > 720B (or 214A > 720C)
   | basedamage    = 3175~3703
   | basedamage    = 3052-3664
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 37.77
   | oppmetergain = 38.97
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Proration is high, so combo will be tight. Especially at the last jump-cancel (j.5C > j.6C > j.214B)
   | notes        = *Multiple dash cancels. I prefer 6AB on them because I can plink the C (but not too fast).
*You will lose the corner if you use any EXS ender besides IW (4164 dmg).
*Second combo can only be done if you end up very deep in the corner because otherwise 5C > 4B will whiff. Oki is better though.
  }}
  }}
}}
}}
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Anti-Air Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click for Anti-Air Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Anti-Air Starters Starters</font> ===
'''Note:''' As of UNI2, 3C has been buffed to work on everyone universally. No more special combos for special characters!<br>
'''Note:''' Linne needs special treatment for 3C starters. Scroll to the next "Alternate 3C Routes" for more info.
These combos will all be against airborne opponents. Counter hit starters will be notated with CH in front.
 
====2C, Non-Counter Hit====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>2C > w1A, 5A > 3C, 66B > Steer Ender
  | basedamage    = 2613
  | bonusdamage  =
  | cost          = +1 GRD block
  | metergain    = 32
  | oppmetergain = 21.30
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Non-CH 2C starter that works more often than not.
*You need a fast 5A, so if the opponent was too high, you're S.O.L. unless you go 2C > 3C.
*Still a good combo to know.
*You can go into your bnb if you can land 5A > 214B (height dependent).
}}
}}
<br>
====Counter Hit 2C====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|easy}}: CH* 2C > w1A > dl.5B > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|easy}}:<br>CH* 2C > w1A, dl.5B > 214B, j.BC > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 3193-3999
   | basedamage    = 3244~3983
   | bonusdamage  = 3508-4393
   | bonusdamage  =  
   | cost          = Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 54.20+
   | metergain    =67.5+
   | oppmetergain = 39.87+
   | oppmetergain = 33.12+
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *CH = only on jumping, counter hit opponents.
   | notes        = *Converts easily into your main BNB once you learn the timing for the delayed 5B.
*Converts easily into your main BNB once you can time the delayed 5B.
*Works great as a tech-throw option select (1C~AD or 2CAD)
*Works great as a tech-throw option select (1C~AD or 2CAD)
*If you want an anti-air combo, this is definitely the best effort/reward ratio.
*If you want an anti-air combo, this is definitely the best effort/reward ratio.
*Note that 2C has its head invulnerability 2 frames slower than 3C.
*Note that 2C has its head invulnerability 2 frames slower than 3C, but has better reward.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>CH 2C > 1Aw, 6C, dash 4B > 214[B], 5C > Steer Ender
  | basedamage    = 3389
  | bonusdamage  =
  | cost          = Gain GRD
  | metergain    =54.55
  | oppmetergain = 34.15
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *A simple combo that gives reasonable damage for the little amount of effort it takes, and awards GRD to boot.
*Can still add the 623A like in the combo below and still get the GRD gain and a nice extra chunk of damage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        ={{Property-UNI|easy}}: 3C > 66B > 236A,4A > [4]6C
  | combo        = {{Property-UNI|hard}}:<br>CH 2C > 1Aw, 623A, 6C, dash 214[B], dash j.CAB, 5B > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3421
  | basedamage    = 3763~4395
   | bonusdamage  = 3711
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    =85.1
  | oppmetergain = 40.65
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Cannot be done with your back to the corner.
*Use 5B after the air series instead of 2C in order to avoid SMP (Same Move Proration).
*Skip the 623A if the confirm is too weird for you.
*Can also do 6C > dash 4B if you want to keep it simple (recommended for most players).
}}
}}
<br>
 
====3C Midscreen====
{{ComboTable-UNI
|data=
{{ComboData-UNI
   | combo        ={{Property-UNI|easy}}:<br>3C, 66B > 214B, 66B > Steer Ender
  | basedamage    = 3150
  | bonusdamage  =
  | cost          = Gain GRD
  | metergain    = 43
  | oppmetergain = 24.66
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *3C anti-air starter. Catches ''everything'' if they are in the air and you don't get hit first. You can be surprised at some of the things you can catch.
*All around consistent and easy combo that works on everyone, anywhere, anytime.
*Lacks damage, but awards GRD quickly and gives oki.
}}
{{ComboData-UNI
  | combo        ={{Property-UNI|Easy}}:<br>3C, 66B > 214B, 236A~[4]A > [4]6C
   | basedamage    = 3798
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 35.85
   | metergain    = 55.04
   | oppmetergain = 35.19
   | oppmetergain = 37.12
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *3C anti-air starter. Catches ''everything'' if they are in the air and you don't get hit first.
   | notes        = *Another consistent and pretty easy combo that works on demand. I personally use this when closing out a round and don't want to risk dropping because there are no delays and the 214B > 236A link is quite generous.
*All around consistent and easy-ish combo that works on everyone, anywhere, '''except Linne'''. Combo will drop upon attempting to link 66B unless you have her close to the corner.
*Still lacking in damage compared to what you could get, but is a good middle ground for learning and still packs a punch.
*Your go-to combo for '''Chaos and Eltnum''' since 214B drops.
*You'll have to learn how to start charging Godpress while you're attacking with 236A~4A.
*Lacking in damage compared to what you can get against everyone else. See further below for optimizations.
}}
{{ComboData-UNI
  | combo         = {{Property-UNI|Medium}}:<br>3C, 66B > 214B, dash j.BC > j.6C, dash 2C > 4B > Steer Ender > (Infinite Worth)
  | basedamage    = 3744
  | bonusdamage  = 5157
  | cost          = None, or 200 {{Property-UNI|EXS}}
  | metergain    = 65.72
  | oppmetergain = 40.52
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo         = {{Property-UNI|Hard}}:<br>3C, 66B > 214B, dash j.BC > j.6C, deep dash 5A > dl.5A > dl.5A > dl.5AA > (Infinite Worth)
  | basedamage    = 3880
  | bonusdamage  = 5293
  | cost          = None, or 200 {{Property-UNI|EXS}}
  | metergain    = 72.30
  | oppmetergain = 44.68
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 3C > 66B > 214B > j.ABC > 2B > 5C > 236A~4A > dl.623C > 3C
   | combo        = {{Property-UNI|Medium}}:<br>3C, 66B > 214B, dash j.ABC, 2B > 5C > 236B~4B > [4]6C
   | basedamage    = 4145
   | basedamage    = 4104
   | bonusdamage  = 4450
   | bonusdamage  = 5001
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 61.17
   | metergain    = 71.85
   | oppmetergain = 60.42
   | oppmetergain = 51.79
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Alternate 3C route if approximately 3/4 screen.
   | notes        =  
*Works on everyone since the corner keep your opponent close enough. Though it might still drop on linne if the corner doesn't keep her close enough to connect 66B.
}}{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>3C, 66B > 214B, dash j.BC > j.6C, dash 214[B], dl.5C > j.CA > j.214B > [4]6C
  | basedamage    = 4291
  | bonusdamage  = 5188
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 81.25
  | oppmetergain = 59.55
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *A much better starter sequence that takes a little more effort but will pay itself off in the long run.
*IW damage values in parenthesis.
*Combos 1&2 are great meterless confirms that still give you oki. The 4B > 5AB one does not make you lose GRD either.
*Combos 3&4 are great for dumping 100 meter.
*In combo 4, you must use j.214B specifically. Also you can use whatever EXS you want (22C, 623C, 236C)
}}
}}
}}
<br>
====3C Corner====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Medium}}:<br>3C, 2C > 5[C] > 4B > 214[B], 5C > j.CB > j.214B > dl.623C > 3C
   | basedamage    = 4304
   | basedamage    = 4409
   | bonusdamage  = 4728
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 62.67
   | metergain    = 79
   | oppmetergain = 64.93
   | oppmetergain = 62.28
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Another 3C route if very deep in the corner. Even better chunk of extra damage.
   | notes        = *3C route if very deep in the corner. Even better chunk of extra damage.
*Can be performed at about a 1A's distance from the wall.
*Can be performed at about a 1A's distance from the wall.
*Works on everyone.
*Pretty similar to CLR.
}}
}}
}}
}}
====Alternate/Optimized 3C Routes:====
<br>
This section lists the different routes that are available for different characters.
====623A AA====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Medium}}: 3C > CS > 5A > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Hard}}:<br>CH 623A, 6C, dash 214[B], dl.j.ABC, 2C > 4B > {{Property-UNI|Ender}}
{{Property-UNI|Hard}}: 3C > CS > dash 2C > 214[B] > dash j.ABC > 5B > 5C > 236A,4A > {{Property-UNI|EXS}}<br>
  | basedamage    = 3905~4547
{{Property-UNI|Medium}}: 3C > CVO > dl.2C > 214[B] > j.C > j.B > j.6C > 4B > 236A,4A > (214C) > IW/IWEX
  | bonusdamage  =
   | basedamage    = 3690-4478
  | cost          = Optional {{Property-UNI|EXS}}
3865~4477
  | metergain    = 82.15
  | oppmetergain = 45.37
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Extremely rewarding Anti-Air.
*Because 623A advances forward, makes it actually pretty difficult to not get, unless they were super far or super high.
*'''You can confirm into this route if your different starter was Counter Hit'''. This means '''any''' CH confirm can route this way.
*If the opponent is higher than standard jump height, you'll need to convert with 3C instead (Combo in with the Special starters section).
}}
}}
 
 
 
<big>[[#Combo Starters|Return to top]]</big>
 
 
 
 
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click for Special/Unique Starters (Mid-screen)</b></font></div>
<div class="mw-collapsible-content">
 
====Command Grabs====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|easy}}:<br>360X > CS, 214B, j.BC > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 2974~3541
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 43.60
   | oppmetergain = 32.89
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *These are your options if you grab Linne out of the air and you have vorpal.
   | notes        =  
*CS needs to be buffered while in 3C's animation for this to connect. The buffer is very tight for the hard combo.
}}
*Works on everyone and does the most damage, but uses vorpal.
{{ComboData-UNI
*3rd combo route depends on how much meter you have when you CVO or if you're in orange health or not. Green HP = skip 214C
  | combo        = {{Property-UNI|Medium}}:<br>360A/B > CS, 214B, 6C, 4B, 5A-A-A-A-A
}}
  | basedamage    = 3120
{{ComboData-UNI
  | bonusdamage  =
   | combo        = 3C > 236C > 214[B] > 5C > j.5C > j.B > j.214B
  | cost          = {{Property-UNI|Vorpal}}
3C > 236C > 214[B] > j.CBA > 5A > 5C > 236B
  | metergain    = Variable
   | basedamage    = 3760
  | oppmetergain = 43.30
3803
  | location      = {{Property-UNI|Midscreen}}
   | bonusdamage  = 4133
  | notes        =  
   | cost          = 100 {{Property-UNI|EXS}}
}}
   | metergain    = 23.14<br>
{{ComboData-UNI
23.90
   | combo        = {{Property-UNI|hard}}:<br>360X > CS, 6C, dash 214[B], j.ABC, 2C > 4B > {{Property-UNI|Ender}}
   | oppmetergain = 35.99, 37.87
   | basedamage    = 3125~3677
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | oppmetergain = 43.27
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Your best option for Linne without vorpal.
   | notes        = *First is a simple bnb conversion, Third is a new optimal in UNI2. Middle combo is your optimal meterless route.
*Second combo launchers puts her full screen.
*All command grab combos can get boosted damage with a 720 instead of just a 360.
}}
*If you start with 360C, I would advise against also ending with meter unless you really need to squeeze out that last bit of HP to close the round.
{{ComboData-UNI
}}
   | combo        = {{Property-UNI|Hard}}: 3C > 66B > 214B > dash > j.A > j.214X > dl.236C > [4]6A
{{ComboData-UNI
   | basedamage    = 3939
   | combo        = {{Property-UNI|Medium}}:<br>360B > CVO, 623A, 6C, 214[B], 5C > 236A~4A > IW
   | bonusdamage  = 4330
   | basedamage    = 4100
   | cost          = 100 {{Property-UNI|EXS}}
   | bonusdamage  = 4403
   | metergain    = 41.74
   | cost          = {{Property-UNI|Vorpal}}
   | oppmetergain =5 1.90
100+ {{Property-UNI|EXS}}
   | metergain    = -
   | oppmetergain = 25.85
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Most optimal combo for characters where your combo will drop after j.A if you try another normal:
   | notes        = *This combo only works from 360B.
**Carmine, Orie, Vatista, Seth, Yuzuriha, Hilda
*It's a great combo for when you need to close the round or deny meter to your opponent.
*This combo works on everyone except Linne.
*Ideally, you'll have as close to 100 meter as possible, since all meter is lost upon execution. More meter does NOT mean more damage.
*You can add a j.B on Vatista for 20 more damage.
*However, the amount of health you have ''does'' matter for damage. If you have orange health (less than 30%), you will get the higher damage value.
*If you want something easier, just do whatever you want after 236C. Something like j.C > j.B > j.214 comes to mind.
}}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}: 3C > 66B > 214B > dash > j.ABC > 5B* > 236A~4A > [4]6C
  | basedamage    = 4028
  | bonusdamage  = 4430
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 54.91
  | oppmetergain = 55.68
  | location      = {{Property-UNI|Anywhere}}*
  | notes        = *Most optimal known Midscreen combo for the following characters:
**Hyde, Gordeau, Nanase, Byakuya, Phonon, Mika, Wagner, Enkidu, Londrekia
*Works on Wald and Merk too if you replace 5B with another 66B.
*236C ender adds negligible damage, but at least they are close enough for Infinite Worth.
*Interestingly, this combo drops at 5B in the corner. Use 2B > 5C instead.
*Additionally, This combo can be used against anyone in the corner with the above alteration if the wall keeps them in range for all three of your air normals. This opens up the 623C ender.
}}
}}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special/Unique Starters (Mid-screen)</b></font></center></div>
<div class="mw-collapsible-content">


=== <font style="visibility:hidden" size="0">Special/Unique Starters (Mid-screen)</font> ===
====236X====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 236X (close) > CS > 66B > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}<br>
   | combo        = {{Property-UNI|Easy}}, Close range:<br>236X > CS, 2C > 214[B], dash j.CA > j.6C, 4B > {{Property-UNI|Ender}}
-----------------------
  | basedamage    = 3945~4642
236X (close) > CS > 2C > dash > j.C > j.B > j.6C > 4B > {{Property-UNI|Ender}}
  | bonusdamage  =
-----------------------
  | cost          = {{Property-UNI|Vorpal}}
236X (far) > (CS) > 236C > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > {{Property-UNI|Ender}}
Optional 100-200 {{Property-UNI|EXS}}
   | basedamage    = 3560-5094<br>
  | metergain    = Variable
-----------------------
  | oppmetergain = 32.16
3637~5171
  | location      = {{Property-UNI|Midscreen}}
-----------------------
  | notes        =
3567+Ender
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}, Close range:<br>236X > CS, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 4150~4785
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 100-200 {{Property-UNI|EXS}}
Optional 100-200 {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 39.60+
   | oppmetergain = 41.43
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standing overhead starter.
   | notes        =  
*First combo is extremely damaging. Damage creeps into 5k with IW.
}}
*Second combo is harder to input for slight extra reward. If you don't want to dash, you can do j.CA6C instead.
{{ComboData-UNI
*Third combo is good for punishes or catches. Depending on how confident you are in connecting, you can omit the CS and keep vorpal.
  | combo        = {{Property-UNI|Medium}}, Long range:<br>236X > 22C, dl.214[B], dash j.ABC > 2C > 4B > {{Property-UNI|Ender}}
*If you find yourself in the third combo, don't use EXS for your ender unless it will kill.
  | basedamage    = 3634~3988
 
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = Variable
  | oppmetergain = 32.16
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *First combo is a variation of our bnb.
*Second combo is hard but you can always go 6C > dash 4B and only take a 50 damage penalty. With it if you cannot afford to drop the combo.
*Third combo is air tight and plus. Can replace 22C with 236C if you're 100% certain that 236x will hit, for some bonus damage.
}}
}}


====236X~4X====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>236X~4X > 236C, 2C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 3555
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 31.89
  | oppmetergain = 29.24
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>236A~4A > 236C, 4B > 5A-A-A-A-A
  | basedamage    = 3675
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 32.17
  | oppmetergain = 36.49
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>236A~4A > dl.236C, 214[B], walk back > 5B > 4B > {{Property-UNI|Ender}}
  | basedamage    = 3787
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 34.41
  | oppmetergain = 34.76
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>236X~4X > 236C, 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA
  | basedamage    = 3832
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 34.26
  | oppmetergain = 41.17
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Easy}} 236X~4X > 236C > 2C > 4B > {{Property-UNI|Ender}}<br>
   | combo        = {{Property-UNI|Hard}}:<br>236A~4A > dl.236C, 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA
-------------------
   | basedamage    = 3977
{{Property-UNI|Medium}} 236X~4X > 236C > 214[B] > dash j.ABC > 2C> 4B > {{Property-UNI|Ender}}
   | basedamage    = 3474+ (3818+)<br>
---------------
3760 (4133)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 20~21
   | metergain    = 36.86
   | oppmetergain = 35~44
   | oppmetergain = 46.57
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Use meterless enders here because of poor return when you use two supers in this way.
   | notes        = *Note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos ''only'' work with 236A.
*You really, really need to delay the 236C, you have a ton of time. Just don't let them actually touch the ground.
*Use meterless enders here because of poor return when you use two supers in this way, unless it will kill.
*If you can get these Smart Steer combos down, that's even better. They do more damage and also award you GRD.
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|easy}}: 360X > CS > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}<br>
   | combo        = {{Property-UNI|Easy}}:<br>236X~4X > CS, walk forward > 6C, dash 2C > 4B > {{Property-UNI|Ender}}
-----------------------
   | basedamage    = 3716~4573
{{Property-UNI|medium}}: 360A/B > CS > dash 5C > 214[B] > dash j.BC > j.6C > 4B > {{Property-UNI|Ender}}
-----------------------
{{Property-UNI|hard}}: 360A/B > CS > dash 214[B] > 2C > j.[C]B > 2B > 5B > 5C > 236A~4A > 236C or dl.214C
   | basedamage    = 2978+<br>
-----------------------
3038+<br>
-----------------------
3063+
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}, Optional {{Property-UNI|EXS}}
Optional 100-200 {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 43.67+
   | oppmetergain = 30.17
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Damage calculated with a 360, combos remain intact from 720.
   | notes        =  
*First combo works from any A/B/C churn. Definitely start here.
*Second and third combos are each more optimal/difficult.
*Third combo does not work on Linne as listed, but you can omit the dash and the 5B to make it universal. Still more optimal than the medium this way.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|easy}} 360A/B > CS > 236C > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>236X~4X > CS, dash 2C > 4B > 214[B], 6C, dash j.[C]A, 5AAA > dl.5AA
{{Property-UNI|hard}} 360A/B > CS > dl.236C > dl.214[B] > dl.5B > 4B > {{Property-UNI|Ender}}
   | basedamage    = 4198
   | basedamage    = 3338<br>
----------
3409
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
100 {{Property-UNI|EXS}}
  | metergain    = Variable
   | metergain    = 12 meter per GRD complete block
  | oppmetergain = 54.37
   | oppmetergain = 43.67+
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>236X~4X > CS, dash dl.2C > 214[B], j.CB > j.6C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 3952~4599
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}, Optional {{Property-UNI|EXS}}
  | metergain    = Variable
  | oppmetergain = 38.70
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>236A~4A > CS, (dash) 623A, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 4195~4774
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}, Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | oppmetergain = 50.48
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *These combos are useful if you have 200 meter and don't want to "waste" the meter you would normally gain from CS.
   | notes        = *Excellent for using when you just want to swing 236X for the purpose of getting in.
*Damage calculated with 360, combos remain intact from 720.
*Again, note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos ''only'' work with 236A.
*They do less damage than the combos in the section above this one, so they are more useful when your opponent still has a lot of health.
*The vacuum from the second part of 236X~4X will remain even after CS, making this a very appealing way to start your close-range offense. They either block it and deal with your frame advantage or they get hit into one of these combos.
*If you don't have CS to make this safe, you can use 214C on block.
*For the CS routes, metered enders are very close in terms of damage. Might be worth using the easy route if you plan to tack on meter.
*The dash dl.2C route can work at max range, good to know.
*For the final combo, you have enough time to dash before the 623A in case they would normally be too far. If they were close, then feel free to omit the dash.
}}
}}
}}


====j.2C====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.2C > land > CS > 2C > 214[B] > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|easy}}:<br>j.2C > land > CS, 2C > 214[B], j.CB > j.6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 3424-4238
   | basedamage    = 3502~4291
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 100-200 {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 37.95+
   | oppmetergain = 32.31
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Can also be performed from an assault, but keep the enders simple due to heavy proration.
   | notes        =  
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 623A/B (1st and 2nd hit) > CS > 5C > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Medium}}:<br>j.2C > land > CS, 2C > dl.214[B], 6C, 4B, 5A-A-A-A-A
   | basedamage    = 3834-4582
   | basedamage    = 3866
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 100-200 {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 43.70+
   | oppmetergain = 43.25
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Combo for grounded opponents.
   | notes        =  
*Divekick punish, works without counter-hit though so can be used whenever you can land it as long as you're close by the time you CS.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = CH* 623A/B (1st and 2nd hit) > CS > dl.214A > 3C > 66B > 214B > j.A > j.214B > dl.236C > [4]6A
   | combo        = {{Property-UNI|Medium}}:<br>j.2C > land > CS, 2C > dl.214[B], 6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 4446
   | basedamage    = 3524~4339
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
100 {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 64.78
   | oppmetergain = 31.81
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *If you get a falling CH, you can actually skip/save CS, but this requires high awareness.
}}
}}
 
====623A====
623A definitely has the most versatile routing available. If you're just starting out, please don't overwhelm yourself trying to study every variation.
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}} - Ground confirm, any range:<br> 623A, 2A > 214B, dash j.BC > j.6C, dash 4B > {{Property-UNI|Ender}}
  | basedamage    = 3521~4320
  | bonusdamage  = 5205
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 69.27
  | oppmetergain = 32.35
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *This is definitely one of your best, consistent starters. Learn this combo!!
*Fast startup, does more damage than any normal starter, and even comes with head invuln on frame 4.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Ground confirm, medium range:<br> 623A, 5A/2A > 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B> Simple {{Property-UNI|Ender}}
  | basedamage    = 3793~4407
  | bonusdamage  = 5310
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 82.56
  | oppmetergain = 45.06
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Cannot use Smart Steer in this route efficiently, you're better off using the Anywhere route for it.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Ground confirm, closest range:<br>623A, 2A > 4B, 214[B], 6C, dash j.[C]B, dash 5AAA > dl.5AA
  | basedamage    = 3978
  | bonusdamage  = 5391
  | cost          = Optional 200 {{Property-UNI|EXS}}
  | metergain    = 84.15
  | oppmetergain = 54.19
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Combo for '''counter-hit and aerial''' opponents.
   | notes        = *Optimal meterless
*Divekick punish if case you're too early but works on any airborne target.
}}
*If the opponent is too high, too far, or was not counter hit (hello Vatista), 214A will miss. In these cases, simply skip 214A and go straight to 3C.
{{ComboData-UNI
*Refer to the 3C starters to review which characters this combo will fail on.
  | combo        = {{Property-UNI|Medium}} - Air, no Counter Hit:<br>623A, 5A > j.CB > j.6C, 4B > Simple {{Property-UNI|Ender}}
*If necessary, you can do 623 > CS > 4B and convert into a 4B starter route, or 623 > CS > 214B and go into your bread and butter instead. You have a lot of options.
  | basedamage    = 3216~4120
  | bonusdamage  = 5017
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 59.23
  | oppmetergain = 28.56
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *This route uses up your jump-cancel that we normally save for our ender. Remember that for after the 4B.
*If they are low enough when 623A connects, you can route with 66B > 214B instead of 5A > j.C.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Air, Counter Hit:<br>623A, 6C, dash 214[B], dl.j.ABC, 2C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 3905~4547
  | bonusdamage  = 5424
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 82.15
  | oppmetergain = 45.37
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *The same combo from the anti-air section.
*If the opponent is higher than standard jump height, you'll need to convert into 5A instead.
*'''If any combo starts with a CH and you cancel into 623A, you can still route into this combo'''.
*This is definitely the route to learn for general Counter Hit confirms, such as 4B or 2C > 1Aw starters.
  }}
  }}
}}
====623B====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Rock > (walk) > dash > 5B > 214B > dash > j.A > j.B > j.5C > 5B > 5C > 236B,4B > [4]6C<br>
   | combo        = {{Property-UNI|Medium}}:<br> 623B > dl.236C, 4B, 5A-A-A-A-A
Rock > (walk) > dash > 5B > 214B > dash > j.B > j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > {{Property-UNI|Ender}} (EXS Only)
  | basedamage    = 3725
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 21.70
  | oppmetergain = 35.86
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br> 623B > dl.236C, 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *With vorpal, increasing the FF is unnecessary due to your vorpal trait.
   | notes        =  
*First combo is easier (but still difficult) to perform at max range against most of the cast but does less damage.
}}
*Second combo is easier (but still difficult) to perform at max range against Linne, Hilda, Eltnum, and Chaos. Also does more damage.
{{ComboData-UNI
*You can do either combo to all of the cast at closer ranges, and you don't have to walk forward before dashing.
  | combo         = {{Property-UNI|Medium}}:<br> 623B(2) > CS, 2C > 214[B], 6C, 4B, 5A-A-A-A-A
*Thankfully most confirms won't have you at the very maximum range
  | basedamage    = 4188
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 43.85
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo         = {{Property-UNI|Hard}}:<br> 623B(2) > CS, 5C > 6C, dash 214[B], j.C > dl.jAB, 2C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 4038~4678
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 43.85
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *623B is a great roundstart tool, so definitely take some time to learn the 236C converions. If the opponent backdashes out of range, use 22C to keep yourself safer than 214C.
*623B is CS cancelable on the second swing. If you wait until after the 3rd swing, the opponent gets sent too far and you can't get a good combo.
}}
}}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|medium}}: 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > {{Property-UNI|Ender}}<br>
{{Property-UNI|medium}}: 4B > 214[B] > j.B > j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > {{Property-UNI|Ender}}<br>


{{Property-UNI|hard}}: 4B > 214[B] > 2C > j.[C] > j.B > 2B > 5C > 236A,4A > [4]6C
====Rock (FF/Force Function)====
   | basedamage    = 3381+
Damage values and meter gain are measured with vorpal because you're not going to get non-vorpal [FF] too often. These combos are from fullscreen or mid-range. Rock routes are not good up close with the first hit.
   | bonusdamage  = 3715+
{{ComboTable-UNI
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
|data=
   | metergain    = 58.68+
{{ComboData-UNI
   | oppmetergain = 41.74+
  | combo        = {{Property-UNI|Medium}}<br>Rock, dash 4B > 623A, 5A > 6C, dash 214[B], j.AB > j.6C > j.214X > [4]6C
   | location      = {{Property-UNI|Anywhere}}<br>
   | basedamage    = 4706
{{Property-UNI|Midscreen}}
   | bonusdamage  = 5693
   | notes        = *First combo gives better ender control and can be performed anywhere, but second combo does noticeably more damage without meter.
   | cost          = 0.5 GRD blocks<br> Optional {{Property-UNI|EXS}}
*Third combo is harder but grants more damage/corner carry than first combo, if you were in the corner. And it looks cooler.
   | metergain    = 84.29
   | oppmetergain = 73.35
   | location      = {{Property-UNI|Midscreen}}
   | notes        =  
*This combo works off of any rock throw that causes a wallbounce.
*j.214 should connect before the opponent hits the wall from j.6C.
*You can use any meter you like, but the values listed here use [4]6C.
*If you want to route into smart steer, do it after 6C with j.[C]B, dash 5A-A-A-A-A
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 66B (Close) > 214[B] > j.6C > Air Assault > j.5C > j.B > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Hard}} - Counter hit only:<br>Rock, dash 4B > 623A, 5A > 6C, dash dl.214[B], j.C > dl.j.AB, 5B > 5C > j.C > j.214X > {{Property-UNI|EXS}}
   | basedamage    = 3201-3952
   | basedamage    = 4831
   | bonusdamage  = 3517-4341
   | bonusdamage  = 5818
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | cost          = 0.5 GRD blocks<br> Optional {{Property-UNI|EXS}}
   | metergain    = 55.49+
   | metergain    = 95.89
   | oppmetergain = 37.09+
   | oppmetergain = 82.19
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Learn your spacing so that you can decide which of the two combos to use.
   | notes        = *Your Counter Hit route. Does a little bit more damage, but won't be the end of the world if yo0u stick with the medium route.
}}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|medium}}: 66B (Far) > 214[B] > dash > j.A > j.5C > j.6C > dash > 2C > 4B > {{Property-UNI|Ender}}
{{Property-UNI|medium}}: 66B (Far) > 214[B] > 66C > dash > j.A > j.B > j.5C > 2B > 5C > 236B,4B > 623C > 3C
  | basedamage    = 3078-3843
  | bonusdamage  = 3348-4222
  | cost          = Optional 100-200 {{Property-UNI|EXS}}
  | metergain    = 54.15+
  | oppmetergain = 37.26+
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Round start distance.
*Second combo has better corner carry but does considerably less damage.
*Both combos require you to know how to buffer 66X mid combo. Therefore, medium difficulty.
}}
}}
====4B====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6C (grab) > dash > 4B > 214[B] > j.5C > j.B > j.A > 66B > 214B > 3C > (214C)
   | combo        = {{Property-UNI|Easy}}: 4B > 214[B] > j.CBA > 2B > 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3317-3854
   | basedamage    = 3579~4226
   | bonusdamage  = 3645-4235
   | bonusdamage  = 5103
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 63.57
   | metergain    = 74.38
   | oppmetergain = 42.88
   | oppmetergain = 37.14
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Be sure to buffer the 66B right after you press the j.A. Don't even wait to land before pressing it.
   | notes        =  
*Can throw a 214C at the end for extra damage and a side switch.
}}
*If you have your opponent close to the corner, you may need to omit the dash.
*If for some reason you have the opponent deep in the corner and you manage this starter, you actually need to walk towards the corner in order to land the 4B.
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6C (punch) > dash > 2B > 5B > 214B > dash > j.A > j.B > j.214B > dl.236C > [4]6A
   | combo        = {{Property-UNI|Medium}}: 4B > 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA
   | basedamage    = 3807
   | basedamage    = 3992
   | bonusdamage  = 4184
   | bonusdamage  = 5405
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = Gain GRD
   | metergain    =  
   | metergain    = 75.56
   | oppmetergain =  
   | oppmetergain = 43.07
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Need to dash in a way that gives Waldstein the dash's full momentum for the jump for this combo to connect.
   | notes        =  
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = [4]6A/B > CS > 214[B] > step back > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Medium}}: 4B > 623A > 66B > 214B > j.BC > j.6C > dash 4B > {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 3706~4312
   | bonusdamage  = 4383
   | bonusdamage  = 5189
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = Optional {{Property-UNI|EXS}}
100 {{Property-UNI|EXS}}
   | metergain    = 81.09
   | metergain    = Variable
   | oppmetergain = 42.27
   | oppmetergain = 84.72
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Disrespectful starter. Even if you cancel it from another move such as 6C that gets blocked, the opponent has a lot of time to mash or jump for a full punish.
   | notes        = *Easy route has no special delays and ends in another 4B that allows you to end with whatever combo ender you deem necessary.
}}
*Middle route is easily your best meterless ender.
*Last route needs you to hit 623A ''before'' the opponent touches the ground from 4B's headbutt. Other than that, it's the same 623A route.
**The 623A timing is actually the same as the 3-super CVO ender at the top of the page. So if you've made it this far, it might be worth it to remember this.
*If your 4B was CH, you can actually go the CH 623A route for massive damage. Simple Enders only.
}}
}}
}}
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special/Unique Starters (Corner)</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click for Special/Unique Starters (Corner)</b></font></div>
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=== <font style="visibility:hidden" size="0">Special/Unique Starters (Corner)</font> ===
====Command Grab====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|Medium}} 236B > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C<br>
   | combo        = {{Property-UNI|Easy}}:<br>360A/B CS, 5[C] > 214[B], 3C, 2C > 4B > Simple {{Property-UNI|Ender}}
---------------
   | basedamage    = 3116~3645
{{Property-UNI|Hard}} 236B > CS > 214A > 3C > 2C > dl.j.C > dl.j.B > 5B > 5C > 4B > 214[B] > tk.214A > dl.623C > 3C <br>
---------------
236B > CS > 66B > 214B > j.6C > air assault > j.C > j.B > 2C > 4B > 214[B] > j.C > j.214B > dl623C
---------------
236B > 5A > 5C > 4B > 214[B] > 5B > j.C > j.B > j.214B > dl.623C > 3C
---------------
236B > 5A > dl.5C >  214[B] > 214A > 3C > 2A > 5C > j.C > j.214B > dl.623C > 3C
   | basedamage    = 4964<br>
-----------
4979
-----------
4674
-----------
4266 (4686)
-----------
4466 (4905)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 100-200 {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 75.32
   | oppmetergain = 40.49
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Standing overhead starter for the corner.
   | notes        =  
*Waldstein's highest damaging starter improved with corner damage. Expect nearly 5k.
*Remember that this attack moves you forward quite a bit so you can throw it out during your block string even after getting pushed out.
*Third combo is good for when the opponent is too far for 214A > 3C > 2C to land. Damage measure at max range with CH so realistically you'll get less.
*Fourth & Fifth combos do not use vorpal. Use only if you're confident that this attack is going to land. Requires a buffered 5A and a deep corner.
*All 5 of these combos are quite difficult because they each use the game's buffer system at its limit. When in doubt, convert into the basic Anywhere bnb at the top of the page.
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|easy}}: 720A/B > CS > 5C > 214[B] > 7j.6C > assault > j.CB > 2C > 4B > {{Property-UNI|Ender}}<br>
   | combo        = {{Property-UNI|Hard}}:<br>360A/B CS, dl.5C > 214[B], 214A, 6C, walk back 2C > 4B > 236A~4A > dl.623C, 5B > 2C > 3C
----------------------
   | basedamage    = 3680
{{Property-UNI|medium}}: 720X > CS > dl.2C > 214[B] > 3C > 2A > 5C > 4B > 720B or 214A > 720C
   | basedamage    = 3203+<br>
------------------
3251+
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 200 {{Property-UNI|EXS}}
100 {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 74.23
   | oppmetergain = 69.83
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *First combo has no tricky timings. Easier than the second combo but less damage.
   | notes        = *Corner combos for 360A or 360B when you have CS.
*Second combo has the tricky delay 2C but works with all 360's or 720's, does more damage, ''and'' better oki.
*Second combo's 4B ender is the optimal. Feel free to do whatever you want after 4B, but it should be from "Simple Enders" too.
}}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>360C CS, dl.5C > 214[B], 6C, 4B > 720B
  | basedamage    = 3798
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 49.27
  | location      = {{Property-UNI|Corner}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>360C CS, dl.5C > 214[B], 6C, 3C, 5AAA > dl.5A > dl.5A
  | basedamage    = 3848
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 61.61
  | location      = {{Property-UNI|Corner}}
  | notes        = *There is different hitstun scaling between 360C starter and 360A/B starters.
*720 improves damage and does not affect hitstun scaling.
*If you want to just pick 1 combo to learn, go with the 360C combos. They work from any 360.
}}
}}
====236X====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.2C > land > CS > 2C > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > (IW)
   | combo        = {{Property-UNI|Medium}}:<br>236B > CS, 5C > 214[B], 214A, 6C, walkback 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3724-4836
   | basedamage    = 4439~5047
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
Optional 200 {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 37.95+
   | oppmetergain = 31.56
  | location      = {{Property-UNI|Corner}}
  | notes        = *Needs an instant CS, but otherwise pretty straight forward. No weird delays or anything!
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Deep in the corner:<br>236B, 5A > dl.5C > 214[B], 214A, 3C, 2A > 2C > j.C > j.214X > 623C > 3C
  | basedamage    = 4460
  | bonusdamage  = 5302
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 82.29
  | oppmetergain = 60.34
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Infinite Worth is option, any other metered ender here will make you lose the corner.
   | notes        =  
  }}
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Far hit:<br>236B, 2A > 5[C] > 214[B], 3C, 2A > 5C > j.CB > j.214X > 623C, 3C
  | basedamage    = 4225
  | bonusdamage =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 77.17
  | oppmetergain = 56.06
  | location      = {{Property-UNI|Corner}}
  | notes        =
}}
}}
 
====236X~4X====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 623A/B (1st and 2nd hit) > CS > Dash > 5C > 214B > Dash > 3C > 2C > 4B > 214[B] > 5B > j.5C > j.B > j.214B > EXS {{Property-UNI|Ender}}
   | combo        = {{Property-UNI|Easy}}<br>236X~4X > dl.623C, 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 4055-4649
  | basedamage    = 3670
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 31.94
  | oppmetergain = 31.50
  | location      = {{Property-UNI|Corner}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}<br>236X~4X > dl.623C, dl.2B > dl.2C > dl.6C > 7 > dl.j.[C] > dash 5A-A-A-A > dl.5A
  | basedamage    = 3883
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 35.67
  | oppmetergain = 50.22
  | location      = {{Property-UNI|Corner}}
  | notes        = *The delays are very weird, but I think this combo is still easier than the one below this.
*If you don't delay the j.[C] for as long as possible, your opponent will be too far for dash 5A. You have more time to delay than you think.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}<br>236X~4X > dl.623C, dl.5B > 214B, 6C, 4B > 720B
  | basedamage    = 3922
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 36.40
  | oppmetergain = 43.52
  | location      = {{Property-UNI|Corner}}
  | notes        = *If they block 236X~4X, simply cancel into 214C and be plus.
*Can be performed a decent ways away from the corner due to how far 236A and 623C move you.
*Most optimal for both 236A and 236B when confirming with 623C.
*Is much easier from 236A.
*Needs an instant ~4B follow up from 236B, the 623C needs to connect at its highest point, and the 5B needs to be as low as possible.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}<br>236X~4X > CS, dl.5C > 214[B], 214A, 6C, 4B > {{Property-UNI|Ender}}
   | basedamage    = 4225~4725
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}},<br>Optional {{Property-UNI|EXS}}
Optional 100-200 {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 56.77+
   | oppmetergain = 53
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Combo for grounded opponents.
   | notes        = *Can use the full Smart Steer after 4B for best meterless/IW damage.
*Divekick punish, works without counter-hit though so can be used whenever you can land it.
*You want to delay the 5C so that the 214[B] is low-hitting.
}}
}}
}}
 
====j.2C====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH 623A/B (1st and 2nd hit) > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Medium}}:<br>j.2C > land > CS, 5C > 214B, 214A, 6C, walk back 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 4696
   | basedamage    = 3896~4478
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}
   | cost          = {{Property-UNI|Vorpal}}
100-200 {{Property-UNI|EXS}}
Optional {{Property-UNI|EXS}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = 56.77+
   | oppmetergain = 39.47
  | location      = {{Property-UNI|Corner}}
  | notes        = *Full 623C > 3C ender works.
}}
}}
 
====623X====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}} - Ground confirm, close/mid range:<br> 623A, 5A > 214B, 6C, 4B > 214[B], 5C > j.CB > j.214B > 623C, 3C
  | basedamage    = 4406
  | bonusdamage  = 5270
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 87.80
  | oppmetergain = 64.16
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Combo for '''counter-hit and aerial''' opponents.
   | notes        = *Does a bit more than the anywhere combo while also giving you incredible oki.
*Same as the midscreen combo, if they are too high, 214A will miss. Simply skip it into 3C
*Similar to a standard BNB combo.
*Do not use 2C before 4B or else the final 3C will drop.
}}
{{ComboData-UNI
  | combo         = {{Property-UNI|Hard}} - Another Ground confirm, close/mid range:<br> 623A, 5A > dl.5C > 214[B], 214A, 3C, 2A > 6C, j.[C] > j.214A > 623C, 3C
  | basedamage    = 4529
  | bonusdamage  = 5405
  | cost          = 100{{Property-UNI|EXS}}
  | metergain    = 87.86
  | oppmetergain = 65.58
  | location      = {{Property-UNI|Corner}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Another Ground confirm, close/mid range:<br> 623A, 5A > dl.5C > 214[B], 214A, 3C, 2A > 6C, walk back dl.2C > j.CB > j.214 > ([4]6C or IW)
  | basedamage    = 4543
  | bonusdamage  = 5440
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 91.90
  | oppmetergain = 66.27
  | location      = {{Property-UNI|Corner}}
  | notes        = *An even harder-hitting combo that uses the early double clap follow up.
*Deviates pretty significantly from the usual afterwards though.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Rock > Dash > 214A > 3C > 66B > 214B > j.A > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Easy}} - Air, no Counter Hit:<br>623A, 3C, 2C > dl.5[C] > 4B > 214[B], dl.5B > j.CB > j.214B > 623C, 3C
   | basedamage    = 4003
  | basedamage    = 4543
   | bonusdamage  = 4397
  | bonusdamage  = 5385
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 86.97
  | oppmetergain = 68.79
  | location      = {{Property-UNI|Corner}}
  | notes        = *Delay the 5[C] slightly so that they remain low enough for 4B.
*Delay the 5B slightly or else it whiffs.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}} - Air, Counter Hit:<br>623A, 6C, walkback dl.5C > 4B > 214[B], 5B > j.CB > j.214B > 623C, 2C > 3C
  | basedamage    = 4574
  | bonusdamage  = 5343
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 83.89
  | oppmetergain = 67.87
  | location      = {{Property-UNI|Corner}}
  | notes        = *This combo works even if you are deep in the corner.
*The 5C should hit them back towards the corner again for 4B to connect.
*Probably not worth the effort for +30 damage.
}}
}}
 
====Rock====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = Rock, 214A, 66B > 214B, j.ABC, 5B > 4B > 236A~4A > dl.623C, 3C
   | basedamage    = 4049
   | bonusdamage  =  
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | metergain    = 54.53
   | metergain    = 80.75
   | oppmetergain = 59.84
   | oppmetergain = 58.75
  | location      = {{Property-UNI|Corner}}
  | notes        = *The corner just needs to hold your opponent in place so that 4B can connect.
*If you think you're too far, you can just 5B > 5C > 236A.
}}
}}
 
====4B====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>4B > 214[B], 623A, 3C, 2C > 5[C] > 8j.C > j.214B > dl.623C, 5B > 2C > 3C
  | basedamage    = 4528
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 81.84
  | oppmetergain = 65.66
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *If you have vorpal, you do not need to charge the rock in order to the get wallbounce to be able to make the combo.
   | notes        = *This combo does not work with a 2C starter, but it works at many distances. Too close, too far, it's all good. Might need different delay timings depending on the situation though.
*Rock also breaks projectiles, so if used sparingly, you can pick up some nice damage from across the screen.
*Dash is optional if you are close enough.
*This situation is rare so if you're looking for a combo to not worry about, this would be one.
}}
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 4B > 214[B] > 214A > 3C > 2B > 5B > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|Hard}}:<br>4B > 214[B], 214A, 3C, 2B > 5C > j.C > j.214B > dl.623C, 5B > 2C > 3C
   | basedamage    = 4404
   | basedamage    = 4541
   | bonusdamage  = 4838
   | bonusdamage  =  
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 61.02+
   | metergain    = 83.45
   | oppmetergain = 45.69+
   | oppmetergain = 66.61
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *This situation is rare so if you're looking for a combo to not worry about, this would be one.
   | notes        = *This combo '''does''' work with a 2C starter.
*Depending on how far/close in the corner you are, you may just want to use the Anywhere route above. Maybe the midscreen route if positioning allows.
*This combo does not work if you are point-blank in the corner because you need the opponent to land in 214A's later active frames.
*Normally I'd remove a combo that does so little extra damage, but 214[B] > 214A is a corner staple and serves as an example that it's not the only way to route.
}}
}}
}}
====66B====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66B (Close) > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = 66B (Close) > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
Line 1,131: Line 2,002:
   | notes        = *Damage calculated from as far as 66B would connect.
   | notes        = *Damage calculated from as far as 66B would connect.
}}
}}
}}
====6C====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}<br>6C (grab), reposition > dl.5C > 214[B], dl.623A, 3C, 2A > 2C > j.CB > 623C > 3C
  | basedamage    = 4566
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 82.93
  | oppmetergain = 63.49
  | location      = {{Property-UNI|Corner}}
  | notes        = *Combo that's pretty lenient on where in the corner you are positioned.
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6C (grab) > Walk Back > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = {{Property-UNI|hard}}<br>6C (grab) > 4B > 214[B], 214A, 2A > 5C > j.C > j.214B > 623C, 5B > 2C > 3C
   | basedamage    = 3249-3933
   | basedamage    = 4622
   | bonusdamage  = 3570-4320
   | bonusdamage  =  
   | cost          = Optional 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 57.42
   | metergain    = 78.85
   | oppmetergain = 39.64
   | oppmetergain = 61.49
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Depending on how close you are, you may side switch when going for the 2C. Try to plan ahead of time.
   | notes        = *If you're too far from the corner for the 2A, just dash before the 4B.
*2C is optional but does give you a little more damage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6C (punch) > 214[B] > dl.214A > 3C > 2B > 5B > 5C > j.5C > j.B > j.214B > dl.623C > 3C
   | combo        = 6C (punch) >
   | basedamage    = 3875-4484
   | basedamage    =  
   | bonusdamage  = 4259-4927
   | bonusdamage  =  
   | cost          = Optional 100-200 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    = 68.95+
   | metergain    =  
   | oppmetergain = 42.65+
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Time the 214A so that your opponent falls into the active hitbox in order for 3C to connect.
  | notes        =
*If you are close enough, you can replace 2B > 5B > 5C with 2C > 5C for an extra 25-40 base damage.
}}
}}
 
====Godpress====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>[4]6A/B > CS, 214[B], dl.3C, 623A > 5A > 4B > {{Property-UNI|Ender}}
  | basedamage    = 3775~4352
  | bonusdamage  = 5229
  | cost          = {{Property-UNI|Vorpal}}
Optional {{Property-UNI|EXS}}
  | metergain    = Variable
  | oppmetergain = 45
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>[4]6A/B > CS, 214[B], dl.3C, 5C > 6C, 8j.[C]A, 5A-A-A-A-A > IW
  | basedamage    = 5277
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}
200 {{Property-UNI|EXS}}
  | metergain    = Variable
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
   | notes        = *Delaying the 3C is necessary, they are too high
*The second combo is for your IW. It's very slightly more optimal than if you use your IW in the first combo.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>[4]6C(2) > CS > 5C > 214[B], 6C, 4B > 720B
  | basedamage    = 3519
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 46
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Identical to the 360 CS corner optimals. The hard combo below is similar, but not quite the same.
*Be sure to CS cancel the second hit of EX Godpress. CS on the 3rd hit is a different and worse combo. This is because the 2nd hit leaves them low, but the 3rd leaves them very high.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>[4]6C(2) > CS > dl.5C > 214[B], 214A, 6C, dl.3C, dash 5A > 5A-A-A-A
  | basedamage    = 3789
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 54.91
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
*Be sure to CS cancel the second hit of EX Godpress.
  }}
  }}
}}
}}
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Situational/Rare Starters</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Situational/Rare Starters</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


=== <font style="visibility:hidden" size="0">Situational/Rare Starters</font> ===
====Section for weird starters that don't come up very often====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 214C > CS > dash > 5C > 214[B] > j.6C > air assault > j.5C >  j.B > 2C > 4B {{Property-UNI|Ender}}
   | combo        = 214C > CS, 623A, 6C, dash dl.214[B], dash j.C > dl.j.AB > 2C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 3995
   | basedamage    = 4408
   | bonusdamage  = 4240
   | bonusdamage  = 6287
   | cost          = 100-200 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
{{Property-UNI|Vorpal}}
   | metergain    = Variable
   | metergain    = Variable
   | oppmetergain = ~50.09
   | oppmetergain = 50.75
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Combo for if your opponent uses a move that's -7 or more, but is too far away for any other punish (looking at you Akatsuki).
   | notes        =  
*Works if you shield a move that is -4 as well (since shielding would make it -7).
}}
*Suggested enders are 720B or maybe [4]6A depending on how the cycle looks. However if you use all 200% of your meter you can get some good damage to close out a round.
{{ComboData-UNI
*You can also simply use your regular bnb if you don't want to risk dropping the combo. 214C > CS > 214B > bnb.
  | combo        = 214C > CS, dl.5C > 214[B], 214A, 6C, 3C, dash 5A-A-A-A-A
  | basedamage    = 4504
  | bonusdamage  = 6427
  | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
  | metergain    = Variable
  | oppmetergain = 56.99
  | location      = {{Property-UNI|Corner}}
  | notes        =
  }}
  }}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236C > walk forward > dl.2C > 214[B] > j.CBA > 5B > 4B > {{Property-UNI|Ender}}
   | combo        = 236C,  623A, 6C, dash dl.214[B], dash j.ABC, 5A-A-A-A-A
   | basedamage    =3711+
   | basedamage    = 4213
   | bonusdamage  = 4039
   | bonusdamage  = 5985
   | cost          =100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 11.36+
   | metergain    = 16.63
   | oppmetergain = 29.45+
   | oppmetergain = 52.38
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Midscreen}}
   | notes        = *Ideal whiff punish combo for when someone is too far for 236A.
   | notes        = *Also uses the CH route, but no CH is necessary. Interesting.
*If the opponent is too far for 5B > 4B, you can do 5B > 5C > 236B4B instead.
*You want the 214[B] as low as possible. The lower the 2214[B], the easier the smart steer segment becomes.
*Can be used even if the opponent is cornered.
*Distance proration is not applied on whiff punishes. If you try it in training without setting up the dummy to whiff, you'll get less damage.
  }}
  }}
}}
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|hard}}: j.214A/B > 66B > 214B > j.A > j.B > j.214B > dl.236C > [4]6A
   | combo        = 236X(blocked)~CH dl.4X > 2C > 214[B] > j.CAB > 5B > 4B > {{Property-UNI|Ender}}
{{Property-UNI|medium}}: j.214A/B > 623B (first two hits) > CS > 214B > j.A > j.B > j.6C > 4B > {{Property-UNI|Ender}}
   | basedamage    =3195~3847
   | basedamage    = 3334
   | bonusdamage  =  
   | bonusdamage  = 3664-3990
   | cost          =Optional {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|Vorpal}}
Optional 100 {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = 236X(blocked)~CH dl.4X, 2C > 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA
  | basedamage    =3453
  | bonusdamage  =
  | cost          =Optional {{Property-UNI|EXS}}
  | metergain    = 79.21
  | oppmetergain = 48.37
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Situational combo that is strong against opponents that have multiple ways of changing their aerial trajectory (making it hard to use a traditional anti-air).
   | notes        = *These two combos start with the opponent blocking 236X, but you delayed the 4X followup and they mashed, granting you a Counter Hit.
*Second combo will always do more damage compared to the first, but first combo does not require vorpal to get corner carry.
*Two different routes, first one is if you want to spend meter while second is your best meterless.
*Works from assault, does not have assault proration.
*I find it easier to buffer 623B in this situation than 66B with correct timing.
  }}
  }}
{{ComboData-UNI
}}
   | combo        = 236X(blocked)~CH.dl4X > 2C > 214[B] > j.C > j.A > j.B > 5B > 4B > {{Property-UNI|Ender}}
{{ComboTable-UNI
   | basedamage    =3050~3600
|data=
{{ComboData-UNI
   | combo        = j.214X, 66B > 214B, dash j.BC > j.6C, dash 2C > 4B > Simple {{Property-UNI|Ender}}
   | basedamage    = 2962~3483
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =Optional 100 {{Property-UNI|EXS}}
   | cost          = Optional {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    = 68.76
   | oppmetergain =  
   | oppmetergain = 34.04
   | location      ={{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Situational combo where you delay the follow up from 236X to make a frame trap.
   | notes        =  
*Starter prorates poorly so don't expect a ton of damage.
*Only works on counter hit but is easy to confirm from. The game gives you a ton of time to confirm.
*If you don't have CS, you can make this starter safe with 214C.
*When attempting to make it safe, you can input 214 by itself while waiting to see if they blocked or not, and finish the 214C if they did block or go into the full combo with the long hitconfim time. Takes practice.
*You must delay the followup in order to create a frametrap for the opponent to mash to get your counterhit. 236X is quite negative by itself, but it has a large cancel window.
*Works on trades.
*Note the different than usual air route.
*If they are too far for 4B, replace with 5C > 236B~4B.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214C > CS > 214B > 214A > 3C > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = j.214X, dl.5A > dl.5C > 214[B], 214A, 6C, walk back 2C > 4B > 214[B], 5B > j.B > j.214X > dl.623C, 3C
   | basedamage    = 4110-4461
   | basedamage    = 3749
   | bonusdamage  = 4384-5034
   | bonusdamage  = 4643
   | cost          = 100-200 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
{{Property-UNI|Vorpal}}
   | metergain    = 95.29
   | metergain    = Variable
   | oppmetergain = 73.73
   | oppmetergain = ~50.69
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Combo for if you find yourself in the corner and your opponent uses something that's -7 or more, but is too far away for any other punish (looking at you Akatsuki).
   | notes        = *Very rare starter, but converts into a pretty standard route.  
*Works if you shield a move that is -4 as well (since shielding would make it -7).
*Suggested enders are 720B or the 623C ender.
*Can do 5K if you use the corner 623C ender, in exchange for the remaining 100 meter. Ideal for closing out a round.
}}
{{ComboData-UNI
  | combo        = j.214A/B > 5A > 5C > 214[B] > 7.j.6C > air assault > j.5C > j.B > 2B > 2C > 4B > 720B (or 214A > 720C)
  | basedamage    = 3027-3567
  | bonusdamage  = 3325-3917
  | cost          = Optional 100 {{Property-UNI|EXS}}
  | metergain    = 56.81+
  | oppmetergain = 45.18+
  | location      = {{Property-UNI|Corner}}
  | notes        = *Even more situational than the midscreen combo since you have to be end deep enough in the corner to land 5A.
*j.214 starter does move you forward a little bit so at least they don't have to be 100% in the corner to consider attempting this combo.
*If you have vorpal you can do the midscreen vorpal combo instead (623). Useful if you're not sure of the distance.
*"7" indicates that your jumpcancel should be a jump away from your opponent.
  }}
  }}
}}
}}
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Optimal DP/Reversal Punishes</b></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Counter Hit Combos/Variations</b></font></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


=== <font style="visibility:hidden" size="0">Optimal DP Punishes</font> ===
====Counter Hit Variations of exiting combos====
'''Fair warning''', these combos are <span style="color: red;">'''difficult'''</span>, <span style="color: red;">'''character''' specific</span>, and sometimes <span style="color: red;">'''move''' specific</span>. They are '''NOT''' required to play Waldstein well, but if you're looking to learn the advanced techniques since you've already learned everything else, then you've come to the right section.<br>
This section is purely for the purpose of recording the minor differences in routing you have available when you score a counter hit. Some of these are more helpful to know than others. Anti-airs are not listed here since they have their own section. Use this section only if you need to squeeze out a little bit more damage in your matches.
<br>
This section will go over your best punishes for when you successfully bait out a DP. '''All of the combos require you to block low for the entire duration''' (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting.<br>
Some general notes that apply to all listed combos:
*All starters should be a High Counter-hit and only work from a High Counter-hit unless otherwise noted.
*Damage values are ordered from from the listed CVO combo, a 100 meter ender, or 720B.
**You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
*If the CVO combo includes a j.B, you can skip it to more lenient IWEX timing while only sacrificing about 30 damage.
*Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
*All Waldstein meter gain values are calculated ''with vorpal'' up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.
*All damage values calculated with Vorpal as well.
*There is a universal combo that works on all opponents in the corner as long as they end their attack still in the corner.
This section is a WIP, as the document that I'm importing from generally only lists corner punishes and there is quite a bit of info.<br>
=====Hyde, Linne, Nanase, Wagner, Orie 623B, Hilda and Chaos IW=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > dash > 5C > 214A > 3C > 2C > dl.236B > CVO > j.5C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX<br>
   | combo        = 2B > 5B > 214B, dash j.AC > dl.j.6C, land 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA
---------------------
   | basedamage    =  
214[B] > dash > 5C > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C<br>
-------------------
214[B] > dl.j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (2hits) > CVO > 236C > 236A > 214C > IWEX
   | basedamage    = 6014 (6648)<br>
---------------
4735 (5201)<br>
--------------
5575 (6160)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = Optional 200 {{Property-UNI|EXS}}
---------------
100+ {{Property-UNI|EXS}}
----------------
{{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}<br>
   | location      = {{Property-UNI|Midscreen}}
-------------------
  | notes        = While technically possible without a counter hit, this combo becomes feasible with the counter hit. The damage increase is there, but it's not very much. More importantly though, is that this route has more corner carry.<br>
{{Property-UNI|Corner}}<br>
Also, This combo is stable from a 5B > 214B starter, with or without counter hit.
-------------------
}}
{{Property-UNI|Anywhere}}
{{ComboData-UNI
   | notes        = *Second combo supplied in case you don't meet the resource requirements.
  | combo        = 5C > 22B > 236C, 214[B], 6C > dash j.[C]B, dash 5AA > dl.5A > dl.5AA
*Fairly easy compared to some of the other combos below. Though the delay on 236B is tricky.
  | basedamage    = 3469
*As said above, be sure you crouch block until their move is complete.
  | bonusdamage  =
*Any combo that uses 4B can use whatever ender you want at that point, including resourceless combos.
  | cost          = 100 {{Property-UNI|EXS}}
*For the Anywhere combo, be sure to modify the CVO sequence for the corner. Review "Enders" section at the beginning of this guide for a refresher.
  | metergain    = 32.73
  }}
  | oppmetergain = 49.76
  | location      = {{Property-UNI|Midscreen}}
   | notes        = *Very good to know this one. Ideally, you want 22B to hit as low as you can manage. Thankfully, 5C has a generous cancel window so it's easy to fine-tune the height you want based on how far the 5C connects.
*214[B] adds an extra 86 damage (approximately, depends on how many hits from 22B land).
}}
}}
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo         = 623B > dl.236C, 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA
  | basedamage    = 4165
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 27.18
  | oppmetergain = 47.62
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Only works on grounded or very low hitting 623B's, but extremely useful.
*214[B] adds an extra 194 damage. Definitely worth practicing this one.
}}
}}
}}
<br>
=====Hyde [[Under_Night_In-Birth/UNICLR/Hyde#41236C|41236C (Pale Bringer)]], Eltnum 623C=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > dash > dl.5B > 214A > 3C > 2C > dl 236B > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX
   | combo        = 4B > 623A, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Simple {{Property-UNI|Ender}}
------------------
   | basedamage    = 4473
214[B] > dash > dl.5B > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C
------------------
214[B] > dl.j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (2hits) > CVO > 236C > 236A > 214C > IWEX
   | basedamage    = 5884 (6502)<br>
----------------
4661 (5118)<br>
---------------
5575 (6160)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = Optional {{Property-UNI|EXS}}
---------------
   | metergain    = 87.88
100+ {{Property-UNI|EXS}}
   | oppmetergain = 63.36
----------------
   | location      = {{Property-UNI|Midscreen}}
{{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}
   | notes        = *623A must connect before your opponent lands on the ground from the 4B starter.
   | metergain    =  
*This route adds about 250 damage (or more, depending on routing) to your 4B starter.
   | oppmetergain =  
*This sequence works on many more starters than 4B, but 4B is the easiest to confirm since the animation takes so long. You can do 5B or 5C too if you really wanted.
   | location      = {{Property-UNI|Corner}}<br>
}}
---------------
{{Property-UNI|Corner}}<br>
---------------
{{Property-UNI|Anywhere}}
   | notes        = *Requires standing block instead of crouching block.
*Almost the same as the combo above, but uses 5B instead of 5C for spacing purposes.
*One of the few combos where I would suggest 6AB > 5B instead of  66 > 5B due to how much time you need to delay the 5B.  
*Requires a deep dash before the 5B in order to connect the combo.
*As usual, can use any ender you feel like using after any 4B.
*Anywhere combo same as the section above.
  }}
}}
}}
<br>
=====Vatistia [2]8B=====
Also known as Flash Kick
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214[B] > 214A > 3C > 2C > 5C > 236B > CVO > j.5C > j.214A > 236C > 5B > 236A > 214C > IWEX<br>
   | combo        = Rock, dash 623A, 6C, dash 214[B], j.C > dl.jAB, 5B > 5C > j.CB > j.214X > [4]6C
----------------------
  | basedamage    =
214[B] > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C<br>
  | bonusdamage  =
------------------
  | cost          = 100 {{Property-UNI|EXS}}
214[B] > 214A > 3C > 2C > 4B > {{Property-UNI|Ender}} (720B)
   | metergain    =
   | basedamage   = 6000 (6632)<br>
   | oppmetergain =  
-----------------
  | location      = {{Property-UNI|Midscreen}}
4703 (5166)<br>
  | notes        = *Harder to confirm at max range but still doable.
----------------
}}
3967 (4360)<br>
{{ComboData-UNI
  | combo        = Rock, dash 623A, 6C, dash 214[B],dash j.ABC, 5A >dl.5A > dl.5A > dl.5AA
  | basedamage    =
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = Optional 200{{Property-UNI|EXS}}
---------------
   | metergain    =  
100+ {{Property-UNI|EXS}}
----------------
None
   | metergain    = 52.76
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Only works point-blank in the corner.
   | notes        = *Need to double check this route at some point. I think it works but I forget.
*Since Vatista cannot be Counter-hit, this route is slightly different.
}}
*Note that there is no delay on 236B this time.
*For combos outside this range and midscreen combos, see Vatista [2]8C below.
  }}
}}
}}
<br>


=====Vatistia [2]8C=====
This version is different because it puts you in the corner and Vatista is now considered mid-screen. This combo starts with a dash because you need to catch up to her for max damage. You need to block the drill portion of this move in order for her to push you back far enough for the dash to bring you into range. Basically:
*Vatista EX flash, you are blocking low in case she were to wake up with 2C or something
*The flash kick happens, she is on her way to the top of the screen
*You begin to stand block
*The drill portion of the attack occurs and finishes
*Then you dash, and time your 214[B] so that it connects after she touches the ground, but don't wait too long because her recovery is very fast at this point.


<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Celestial Combos</b></font></div>
<div class="mw-collapsible-content">
This section is reserved for combos that need CS to follow up from, but you have Celestial. They are engineered to get the most bang for your buck since you normally gain a lot of meter for using this CS. If you have 7 or more GRD blocks and Celestial, you can use an EX attack early and gain enough meter to IW. When you use your IW or IWEX, you want to ensure that it triggers before the blue bar in the transfer state disappears, as this bar is a visual indication of how much longer you have access to Celestial's bonus damage post-CS.
Once you pass below 7 GRD blocks (even 6.9), you won't have enough meter gain for these combos to work (or be meter efficient). EXS Values under "cost" are measured at the point of CS activation with the least amount of GRD required for the combo, since that is when the decision making happens.
If you have more GRD, you can start with less meter. Take the second combo for example. You need at least 9 blocks of GRD and at least 165 meter when you activate CS. But if you have 10 blocks, you can get by with 155 meter instead.
====Celestial 360's Midscreen====
Side note, if you start with 360C, you get more damage for routing normally.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 360A/B CS, 5C > 214[B] > 236C, 4B > {{Property-UNI|Ender}}
   | combo        = dash > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (first two hits) > CVO > tk j.214B > 236C > 236A > 214C > IWEX
  | basedamage    = 4079~4420
----------------------
  | bonusdamage  =
dash > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > IW<br>
  | cost          = 6+ Celestial GRD blocks, 100 {{Property-UNI|EXS}}
------------------
  | metergain    =
walk > dash > 236A > CS > 5B > 214B > j.B > j.5C > j.6C > 4B > {{Property-UNI|Ender}} ([4]6B)<br>
  | oppmetergain = 38.08
------------------
  | location      = {{Property-UNI|Midscreen}}
dash > 214[B] > 4B > 214[B] > 2C > j.5[C] > j.B > 2B > 5C > 236A,4A > [4]6C
  | notes        = *Good meter-economy combo that leaves you with more meter than if you tacked on EXS in the ender.
   | basedamage    = 5572 (6160)<br>
*The combo is best saved for when your meter is mostly full already, but it technically works if you have 47 meter when you CS.
-----------------
*Don't use more meter in your ender with this combo unless you're sure you can kill without just doing a normal route into IW.
4909 (5395)<br>
*Damage values are measured with [4]6A and 214[B] > 5C > j.CB > 214A > 22C.
----------------
  }}
3652 (3900)<br>
{{ComboData-UNI
----------------
  | combo        = 360A/B CS, 236C, 5C > dl.236A > IW
4242 (4660)
  | basedamage    = 5332
  | bonusdamage  =
  | cost          = 7~8 Celestial GRD blocks, 190 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 55.27
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Needs 7 or more GRD blocks, and at least 190 meter.
  }}
{{ComboData-UNI
  | combo        = 360A/B CS, 214[B] > 236C, j.214A > IW
   | basedamage    = 5588
  | bonusdamage  =
  | cost          = 9+ Celestial GRD blocks, 165 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 52.89
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *This route works with 9 or more blocks. A good starter route to get your feet wet into these weird routes.
  }}
{{ComboData-UNI
  | combo        = 360A/B CS, 214[B] > 236C, 5C > dl.236A > IW
  | basedamage    = 5671
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = 10+ Celestial GRD blocks, 151 {{Property-UNI|EXS}}
---------------
   | metergain    =  
200 {{Property-UNI|EXS}}<br>
   | oppmetergain = 56.19
----------------
{{Property-UNI|Vorpal}}
---------------
100 {{Property-UNI|EXS}}<br>
   | metergain    = 49.64
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Your meterless combo is the 2nd combo this time since you can do whatever you want from 4B, grants about 3600 damage.
   | notes        = *If you don't delay the 236A, it will whiff. Take your time, but make sure you trigger IW before the transfer gauge runs out.
*3rd combo supplied for if you have CS but no meter.
*Last combo is your best non-kill 100 meter, such as if Vatista still has a lot of HP. Brings her right back into the corner.
*If you have absolutely no resources, do 214[B] > 4B and follow the rest of the 4B resourceless combo.
*If you want to be cool and you are point blank, you can stay crouched and assault instead of dash after the drill passes you. Comes with a nice GRD swing but you really have to be close.
   }}
   }}
}}
}}
<br>
=====Mika, Enkidu, Merkava 623C, Yuzuriha IW=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = 214[B] > dash > 214A > 3C > 66B > 236A > CVO > j.5C > j.B > j.214A > 236C > 236A > 214C > IWEX
   | combo        = 360A/B CS, 214[B] > 236C, dl.2C > dl.IWEX
---------------
  | basedamage    = 5703
214[B] > dash > 214A > 3C > 66B > 236A,4A > [4]6C<br>
  | bonusdamage  =
----------------
  | cost          = 9+ Celestial GRD blocks, 165 {{Property-UNI|EXS}}
214[B] > 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > {{Property-UNI|Ender}} ([4]6B)
  | metergain    =
   | basedamage    = 5860 (6478)<br>
  | oppmetergain = 46.65
----------------
  | location      = {{Property-UNI|Midscreen}}
4327 (4756)<br>
   | notes        = *Delay the 2C for positioning.
---------------
*Delay the IWEX to wait for the full 200 EXS.
3631 (3987)
  }}
{{ComboData-UNI
  | combo        = 360A/B CS, 214[B] > 236C, walk back 5C > Steer Ender > IWEX
  | basedamage    = 5786
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = 10+ Celestial GRD blocks, 165 {{Property-UNI|EXS}}
---------------
   | metergain    =  
100+ {{Property-UNI|EXS}}
   | oppmetergain = 52.49
----------------
None
   | metergain    = 47.86
   | oppmetergain = 50.29
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *These three moves will relocate your opponent to your opposite side. If your opponent does this move while they are in the corner, they will end with you in the corner.
   | notes        = *Needs a full step back for the 5C for consistency.
*Particularly hard start, but don't forget that you can do 66 > 63214A (a half circle) and the game will still read it as 214A.
*Yuzu's IW keeps you in blockstun for an extremely long time. Be sure to learn the timing so that you don't give up a huge punish.
**It only hits 3 times, so shield the last hit for some extra wiggle room.
**Also, you never have to dash for Yuzu's punish.
*Mika's 623C seems to let you out of blockstun early. You can use this time to position closer to her landing zone so that you can omit the dash.
*Second combo gives you more freedom for your enders in case you don't meet the resource requirements. You can always do 236C for more damage, or 214C for an overall faster ender.
*3rd combo for resourceless corner carry.
*These combos work on Merkava 623 as well, but require a standing block if you are directly on top of him, or a crouching block anywhere outside that.
   }}
   }}
}}
}}


=====Yuzuriha 214C=====
====Celestial 360's Corner====
For the best punish, you will need to make this move whiff. Luckily, there is a deadzone directly in front of her that whiffs against crouchers. For Wald however, you must be directly on top of her with no room to move, such as after a 720 that puts her in the corner. As a reminder, 1A will also beat VO if your meaty is performed correctly.
Yuzu's 214C puts her behind you, so this combo will be facing midscreen.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = 214[B] > dash > j.5C > j.B > j.6C > dash > 2C > 4B > {{Property-UNI|Ender}}
   | combo        = 360 CS, dl.214A > 236C, Sideswap 66B > dl.236A~4A > IW
   | basedamage    = 3419~6155
  | basedamage    = 5531
  | bonusdamage  =
  | cost          = 10+ Celestial GRD blocks, 166 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 55.53
  | location      = {{Property-UNI|Corner}}
  | notes        = *The 236C will sideswitch you, so be ready for that.
*If you have 9 GRD blocks, simply omit the follow up attack from 236A to get the IW while the transfer state is active.
*If you have 8 GRD blocks, omit 214A. You won't gain enough meter delaying the 236C by this much.
  }}
{{ComboData-UNI
  | combo        = 360 CS, dl.214A > 236C, Sideswap 66B > Steer Ender > IWEX
   | basedamage    = 5679
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = Any
   | cost          = 9+ Celestial GRD blocks, 166 {{Property-UNI|EXS}}
   | metergain    = 50.92~63.97
   | metergain    =  
   | oppmetergain = 22.07~46.52
  | oppmetergain = 53.34
  | location      = {{Property-UNI|Corner}}
  | notes        = *The 66B needs to be linked super early.
*I could not find a combo that used a longer transfer state for 10 or 11 GRD blocks that also connects with IWEX.
  }}
}}
 
====6C (Optional Route)====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = 6C, 4B > 623A, 66B > 214B, j.AB > j.214B > dl.236C, dl.214A > CS, 5C > dl.236A~4A > IW
  | basedamage    = 7244
  | bonusdamage  = -
  | cost          = 8+ Celestial GRD blocks, 120 {{Property-UNI|EXS}}
  | metergain    = 81.32
   | oppmetergain = 56.96
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
*I'm finding that this 1 bounce, 236C > CS sequence is applicable in many other Celestial routes.
  }}
{{ComboData-UNI
  | combo        = 6C, 4B > 623A, 66B > 214B, j.AB > j.214B > 236C > dl.CS, 4B > 214[B], 5B > 5AB > IWEX
  | basedamage    = 7109
  | bonusdamage  = 7323
  | cost          = 10+ Celestial GRD blocks, 70 {{Property-UNI|EXS}}
  | metergain    = 81.32
  | oppmetergain = 56.96
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Maximum damage is full resources ender with CVO, 2 supers, and IWEX.
   | notes        = *The CS needs to be delayed until 236C fully recovers so that you gain more meter and so the damage bonus from the active transfer state applies to IW.
*Minimum damage is with B godpress ender.
  }}
*With 100 meter, you will deal around 4200~4400 damage before vorpal.
{{ComboData-UNI
*If you end up blocking, you can try and shield the 4th hit and punish with 5A as a backup. The shield is a requirement.
  | combo        = 6C, 4B > 623A, dash 5A > dl.5C > 214[B], dash 3C, 2A > 2C > j.C > j.B > j.214B > dl.CS, 214A > 236C, 66B > 5AB > IW/IWEX
  | basedamage    = 7385
  | bonusdamage  = 7599
  | cost          = 8+ Celestial GRD blocks, 70 {{Property-UNI|EXS}}
  | metergain    = 102.57
  | oppmetergain = 56.96
  | location      = {{Property-UNI|Corner}}
  | notes        = *Delaying the CS a bit makes sure the rest of the combo lines up.
*The 236C will sideswitch, but the forward movement from 66B and 5AB should keep you close enough to IWEX.
   }}
   }}
}}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Optimal DP/Reversal Punishes</b></font></div>
<div class="mw-collapsible-content">
'''Fair warning''', these combos are <span style="color: red;">'''difficult'''</span>, <span style="color: red;">'''character''' specific</span>, and sometimes <span style="color: red;">'''move''' specific</span>. They are '''NOT''' required to play Waldstein well, but if you're looking to learn some absolute bombo's since you've already learned everything else, then you've come to the right section.<br>
<br>
This section will go over your best punishes for when you successfully bait out a DP. '''All of the combos require you to block low for the entire duration''' (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting. Some DP's have a very short block duration and others have unusually long ones.<br>
Some general notes that apply to all listed combos:
*All starters only work from Counter Hit.
**You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
*Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
*All Waldstein meter gain values are calculated ''with vorpal'' up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.


=====Eltnum 623B and 421C=====
 
''Click on a header to expand or collapse that section of the combo list''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for Universal</b></font></div>
<div class="mw-collapsible-content">
=====Universal=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = 236A > 214A > 2C > dl.5C > 214[B] > 3C > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX<br>
   | combo        = {{Property-UNI|Medium}}:<br>6C, dl.4B > 623A, 66B > 214B, j.A > j.B > j.214B > dl.CVO, 214[B] > 236C, 3C > 214C > IWEX
--------------
   | basedamage    = 6443
236A > 214A > 2C > dl.5C > 214[B] > dash > 3C > 2A > 5C > j.5C > j.B > j.214X > 623C > 3C<br>
---------------
236A > 214A > 2C > dl.5C > 214[B] > dash > 3C > 2A > 5C > 236B
   | basedamage    = 5920 (6543)<br>
----------------
4706 (5169)<br>
----------------
4014 (4411)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
---------------
  | metergain    = 86.39+
100+ {{Property-UNI|EXS}}
  | oppmetergain = 52.51
----------------
  | location      = {{Property-UNI|Anywhere}}
None
  | notes        = This is an all-rounder punish tool that works everywhere, even the corner.
   | metergain    = 52.09
*Does not need to be a counter hit.
   | oppmetergain = 54.82
*12f startup, punishing pretty much anything remotely big.
*Definitely the best effort/ratio big-boy-punish you can get.
*Just make sure you get rid of your godpress charge so you don't accidentally get [4]6C.
*If you don't have the resources for the CVO ender, just go into a standard 6C route, this starter is extremely good by itself too.
  }}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>5C > 214[B], 214A, 623A, 3C, 2C > 4B > {{Property-UNI|Ender}}
  | basedamage    = 4529~5925
  | bonusdamage  = 6498
  | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
   | metergain    =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *236A starter because her recovery is quite fast compared to other meterless DP's
   | notes        = *An all-rounder Counter Hit punish tool that works anywhere decently close to the corner. Once you get a feel, you can decide if you need your anywhere route or if you can go for this corner route. The damage increase is marginal, so don't feel pressured to learn this one.
*You can delay the 5C by quite a bit so if you're having trouble connecting 214[B], you're probably too fast. You can also partial charge 5C if you find the timing easier for you but it's not necessary.
*If the situation calls for only 100 meter, use 4B > 236A~4A > 623C > 3C.
*You have enough time to dash between 214[B] and 3C, in case you're too far away for 3C to connect. The "backup" combos do require it though in order to be close enough for 2A.
*The CVO ender works with no issues.
   }}
   }}
}}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for Between -17 and -28 (236A starters)</b></font></div>
<div class="mw-collapsible-content">
You can use these combos in place of the 214[B] starters if you want to learn less total routes.


=====Orie 41236C=====
====6C Punish====
*Orie 236BC (Sacred Spire)
*Eltnum 623B and 421C (Cutting Sync)
*Gord 623C
*Phonon 623C
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = {{Property-UNI|Hard}} 236A > 5[C] > 214[B] > dl.214A > 3C > 66B > 214B > tk.214A > CVO > 623C > 5B > 2C > tk.214A > 623C > IWEX<br>
   | combo        = 6C, (dash) 4B > 623A, 5A > 5{C} > 214[B], 3C > CVO, j.C > j.214A > 236C, 5B > 236A > 214C > IWEX
----------------------
   | basedamage    = 6545
{{Property-UNI|Medium}} 236A > 5[C] > 214[B] > microwalk 2C > j.[C] > j.B > 2B > 5B > 4B > 623A(2) > CVO > 236C > 5C > 236A > 214C > IWEX<br>
   | bonusdamage  =  
--------------------
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}}
{{Property-UNI|Medium}} 236A > 5[C] > 214[B] > microwalk 2C > j.[C] > j.B > 2B > 5B > 5C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 5846 (6413)<br>
---------------
5686 (6252)<br>
--------------
3938 minimum
   | bonusdamage  =
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
--------------------
{{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
----------------------
Optional
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *The first combo is truly difficult. Everything is either closely buffered or has weird delays.
   | notes        =  
*You can check a demonstration here: [https://twitter.com/center_the_sea/status/1722211710260686977 Twitter link]. If this ever goes down, tell Tanasinn and I will re-record it.
  }}
  {{ComboData-UNI
  | combo         = 6C, (dash) 4B > 623A, dash 5A > 5{C} > 214[B], deep dash 3C, 2A > 2C > j.CB > j.214B > 623C, 3C
  | basedamage    = 4623
  | bonusdamage  = 5510
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 84
  | oppmetergain = 74.31
  | location      = {{Property-UNI|Corner}}
  | notes        = *Depending on how far you are, you might need to dash before 4B. Phonon leaves you close enough to the corner so the first dash should be omitted.
   }}
   }}
}}
}}


</div>
</div>


=====Gordeau 623C, Akatsuki 22B, also Universal=====
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for -29 or more (214[B] Starters)</b></font></div>
<div class="mw-collapsible-content">
=====-29 or more, and stays in the corner=====
*Hyde 623B and Pale Bringer
*Linne, Nanase, Wagner, Orie 623B
*Vatista [2]8B
*Eltnum '''623C'''
*Hilda and Chaos IW
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = 5C > dl.214A > 66B > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 3C > CVO > j.214B > 236C > 5C > 236A > 214C > IWEX<br>
   | combo        = 214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX
----------------------------
  | basedamage    = 6193
5C > dl.214A > 66B > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 4B > 214[B] > 5B > j.B > j.214X > 623C > 3C<br>
  | bonusdamage  = 6792
----------------------------
  | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
5C > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > {{Property-UNI|Ender}} ([4]6B)
  | metergain    = 84.45
   | basedamage    = 5485 (6046)<br>
  | oppmetergain = 54.17
----------------
  | location      = {{Property-UNI|Corner}}
4283 (4703)<br>
  | notes        =
----------------
  }}
3423 (3763)
{{ComboData-UNI
  | combo        = 214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 214[B], dl.5B > j.B > j.214B > dl.623C > 3C
  | basedamage    = 4827
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 100.25
  | oppmetergain = 73.08
  | location      = {{Property-UNI|Corner}}
  | notes        = *You can technically squeeze out a teeny bit more damage by altering the starter sequence but the difficulty ramps up significantly.
  }}
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>214[B], dl.623A, 6C > 4B > {{Property-UNI|Ender}}
   | basedamage    = 4559
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
  | metergain    = 86.05
  | oppmetergain = 60.18
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Basically undropable as long as you remember to delay the 623A.
*Definitely learn this one due to its simplicity/damage ratio.
  }}
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>214[B], dash > dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > 214[B] > 5B > j.B > j.214B > [4]6C
  | basedamage    = 4680
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
---------------
   | metergain    = 106.5
Optional 100+ {{Property-UNI|EXS}}<br>
   | oppmetergain = 74.5
---------------
   | location      = {{Property-UNI|Midscreen}}
Optional 100+ {{Property-UNI|EXS}}
   | notes        = *Works anywhere, but quite difficult. You need the 2C to be very close in order to link the 6C after 214A.
   | metergain    =  
*If you think this is too difficult, use the easy route.
   | oppmetergain =  
*If you think the opponent will be too far, use the easy route.
   | location      = {{Property-UNI|Corner}}<br>
*Just use the easy route, I'm definitely not using this in any tournaments.
---------------
{{Property-UNI|Corner}}<br>
---------------
{{Property-UNI|Anywhere}}
   | notes        = *Works on 100% of the cast that stays in the corner. If you want to learn a DP punish, this is definitely the one. Though it's the lowest reward out of all of them.
*Does not require your opponent to stay deep in the corner. Gord's 623C pushes you quite far out but it still consistent.
*For consistency, use 7 to jump before doing j.6C. This will catch the opponent even if you didn't delay 214A nearly enough.
*Take note of the different ender in the second combo, due to the high proration.
*You can of course use any other usual ender after 4B, such as 720B.
*Be aware that if you are too close to Akatsuki's 22B, he will side switch you and you will have to do a B-Normal or C-Normal midscreen combo instead.
   }}
   }}
}}
}}


=====Phonon 623C=====
=====-29 or more, but goes midscreen=====
*Vatista [2]8C
*Mika, Enkidu, Merkava 623C
*Yuzu IW (3 hits, easy shield for a little more wiggle room)
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
{{ComboData-UNI
   | combo        = 236A > 5C > 214B > 214A > 2C > 3C > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX<br>
   | combo        = 6C, 4B > 623A, 66B > 214B, j.AB > j.214X > CVO, 214[B] > 236C, 3C > 214C > IWEX
----------------------------
  | basedamage    = 6443
236A > 5C > 214B > 214A > 2C > 3C > 2A > 5C > j.5C > j.B > j.214X > 623C > 3C<br>
  | bonusdamage  =
-------------------
  | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
236A > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C<br>
  | metergain    = 78.62
----------------------
  | oppmetergain = 52.51
236A > 2C > 214[B] > j.C > j.B > dl.jA > 5B > 5C > 4B > {{Property-UNI|Ender}} (720B)
  | location      = {{Property-UNI|Midscreen}}
   | basedamage    = 5753 (6365)<br>
  | notes        = *6C starter is very easy to get here since depending on how far away you block the DP, the opponent might sideswitch later.
----------
*214[B] starter does less damage unless you do the hard route, which only does 4 (four) more damage. Definitely stick with 6C.
4623 (5077)<br>
  }}
-----------
{{ComboData-UNI
4084~4964<br>
  | combo        = 6C, 4B > 623A, 66B > 214B, j.AB > j.6C > land > j.[C]B > j.214B > [4]6C
-----------
   | basedamage    = 4959
3836 (4215)<br>
   | bonusdamage  =  
   | bonusdamage  =
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
---------------
100+ {{Property-UNI|EXS}}
----------------
{{Property-UNI|Vorpal}}<br>
----------------
None
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Phonon's 623C doesn't move you far back which is why you need a different route from Eltnum's.
   | notes        = *Standard 6C midscreen route.
*Works on any character that leaves them close to the corner and -17 or more.
*For an extra 50 damage, you can try to start with 214[B] but good luck on anyone besides Yuzu.
*236A > CS is identical to your normal 236B > CS combo, but the cancel windows to not drop are tighter.
  }}
*Last meterless combo can be done j.A > j.B > j.C without any delays, which makes it easier. Only sacrifices 18 damage.
{{ComboData-UNI
*If you are still far away while you initiate this combo, you can go the Eltnum route. 214A's hitbox reaches the floor towards the tip, but not close to wWldstein which is why this route is different.
  | combo        = Vatista close [2]8C Only:<br> dl.VO, 236C, dash dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > Steer Ender > IWEX
  | basedamage    = 7206
  | bonusdamage  =
  | cost          = 200 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 69.31
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Pretty hard with all the delays, but you're also getting 7K as a punish in style.
   }}
   }}
}}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Command Grabs</b></font></div>
<div class="mw-collapsible-content">


=====Waldstein, Gordeau, Carmine, Seth EX Command Grabs=====
=====Waldstein, Gordeau, Carmine, Seth EX Command Grabs=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
  | combo        = j.[C], 66B > 214[B], 623A, 3C , 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX
  | basedamage    = 6185
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        =
  }}
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        = 8/9j.[C] > 5B > 214B > 214A > 3C > 2A > 5C > 236B > CVO > j.214B > 236C > 5B > 236A > 214C > IWEX<br>
   | combo        = j.[C], 66B > 214[B], 623A, 3C , 2C > dl.5[C] > 4B > 236A~4A > 623C, 3C
----------------------------
   | basedamage    = 4325
8/9j.[C] > 2C > 214[B] > dash > 3C > 5A > 5C > 4B > 236A,4A > 623C > 3C <br>
   | bonusdamage  = 5197
----------------------------
   | cost          =  
j.[C] > 5B > 214B > dash > 3C > 2A > 5C > 236B,4B > 623C > 3C<br>
----------------------------
j.[C] > 5B > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > 720B
   | basedamage    = 5563 (6136)<br>
----------
4230 (4647)<br>
----------
3956 (4344)<br>
----------
3389 (3724)<br>
   | bonusdamage  =
   | cost          = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
---------------
0-200 {{Property-UNI|EXS}}<br>
---------------
0-200 {{Property-UNI|EXS}}<br>
---------------
0-200 {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *IWEX combo only works on neutral or forward jump (8/9), will not work on back jumps.
   | notes        = *Both of these combos can be done from a jump-back j.[C] due to all the forward movement from 66B and 623A.  
*Original gashi-san combos are quite different. I could not get them to work but if you can, please provide footage.
*4B enders can use whatever you want but these listed combos give the best damage without giving up oki.
*If you back jump, you are not locked out of your CVO combo but you sacrifice about 300 damage for skipping 214A due to range. Still 5800 damage though.
*For Carmine, you cannot use forward jump or else you will steal the corner.
   }}
   }}
}}
}}
=====Byakuya IW=====
=====Byakuya IW=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        = {{Property-UNI|medium}}: VO > 236A > 5C > 214B > 214A > 3C > 2A > 5B > j.5C > j.B > j.214B > dl.623C > 623B (2 hits) > IWEX<br>
   | combo        = 200 meter:<br>VO, 236C, 5C > 214[B], 214A, 623A, 3C, 2A > 2C > j.C > j.214A > IWEX
----------------------------
   | basedamage    =7166
{{Property-UNI|hard}}: VO > 214[B] > 214A > 3C > 2C > 5C > dl.4B > 214[B] > 5B > j.5C > j.B > j.214B > 623C > cs > j.214B > IWEX<br>
----------------------------
VO > 5[C] > dl.214[B] > 214A > 3C > 2C > 4B > 214[B] > 5B > j.5C > j.B > j.214B > IW<br>
----------------------------
Jump > 214[B] > 5C > 214A > 3C > 2C > 4B > {{Property-UNI|Ender}} (720)
   | basedamage    = 5859 (7336)<br>
----------
6068 (7474)<br>
----------
5085 (6378)<br>
----------
4065 (4469)
   | bonusdamage  =
   | bonusdamage  =
   | cost          = 190+ {{Property-UNI|EXS}},<br>
   | cost          = 200 {{Property-UNI|EXS}}
---------------
   | metergain    =  
{{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}}, {{Property-UNI|GRD Break}}<br>
   | oppmetergain =  
---------------
~130+ {{Property-UNI|EXS}}<br>
---------------
None
   | metergain    = 65.06 (non-VO combo)
   | oppmetergain = Up to 101.24<br>
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Use VO's invulnerability to avoid the attack, no need to [hold] it.
  | notes        =
*Second combo requires very precise timing for both the VO and the 214[B]. It is very tight, which is why I included a much easier combo first.
  }}
*Third combo used for if you still have green HP and cannot IWEX. You can shorten the route with 4B > 236A,A > IW if you only have 100 meter.
{{ComboData-UNI
*Resourcesless combo is the same as section 1's resourceless combo.
  | combo        = 120 meter or more, but less than 200:<br> VO, 5C > 214[B], 214A, 623A, 3C, 2C > 4B > (Whatever ender you have enough meter for)
*For Byak 236C, simply use a 5C starter combo. No changes, doesn't doesn't need its own section.
  | basedamage    = 6500~6800 usually
  | bonusdamage  =
  | cost          = 120+ {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        =
  }}
{{ComboData-UNI
  | combo        = Jump > 214[B], 5C > 214A, 623A, 3C > 2C > 4B > 214[B], 5B > j.B > j.214B > 623C, 3C
  | basedamage    =4827
  | bonusdamage  =
  | cost          = Optional {{Property-UNI|EXS}}
  | metergain    = 102
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
   | notes        = *Use VO's invulnerability to avoid the attack.
*If you forget to VO and jump on instinct, use the 214[B] starter. You are +40 or so after landing, ample time to comfortable get this starter.
*For Byak 236C, simply use a 6C starter combo. No changes, doesn't doesn't need its own section.
   }}
   }}
}}
}}
</div>
</div>
<big>[[#Combo Starters|Return to top]]</big>
</div>
</div>
</div>
</div>
</div>
</div>


==Videos==
==Videos==
{{#ev:youtube|I9FbxiH8A0I|||'''Wiki Combo Demonstration/Tutorial (UNI-CLR)''' by Tanasinn [AZ]|frame}}
{{#ev:youtube|nWOqTrQuFGA|||'''Wiki Combo Demonstration/Tutorial (UNI2)''' by Tanasinn [AZ]|frame}}
{{#ev:youtube|rn5UE6Xr-Rg|||'''Wiki Max Punish Demonstration (UNI-CLR)''' by Tanasinn [AZ]|frame}}
<!-- Add videos here using this format where xyz is the video ID: -->
<!-- Add videos here using this format where xyz is the video ID: -->
<!-- {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} -->
<!-- {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} -->
Line 1,694: Line 2,722:
<!-- Add links to documents and the link here using this format: -->
<!-- Add links to documents and the link here using this format: -->
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
*[https://docs.google.com/document/d/1m2euPOHac-35VzV6XkGFS3zlWT03QUxXPswnhux77Uo/edit# Waldstein Combo Doc]. Originally by [https://twitter.com/gashisann?lang=en Gashi-san], translated by [https://twitter.com/FJMcGruder Bokushi]. Many of the combos listed on this wiki are from this document, but it is from UNIST and is thus out of date. The DP Optimal CVO Punishes are 99% Gashi-san and are mostly unchanged save for a couple of tweaks I made.


<!-- DON'T EDIT BELOW -->
<!-- DON'T EDIT BELOW -->

Latest revision as of 13:11, 25 June 2024

Profile-waldstein.png
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.

Getting Started

This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.

As of UNI2, we've been given some optional execution barriers to clear. Generally, they will give us up to 200 damage. I will aim to list one reasonable combo that takes a mix of old route and new route, and one harder combo that utilizes the new routing completely.

All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS (22C) ender unless otherwise noted.

Also, please be sure to take a quick glance at the Notation Help above this section (directly below the blue navigation buttons.

Starter Combos

Combo Damage Cost Meter Gain Location
  • Your main, main bread and butter combo that will be used even at high level. This is definitely "the" combo to learn.
  • Remember there is a 3 OTG limit. First OTG is j.6C, second one is 4B. If you use an OTG too early your combo will end early at 4B.
  • If you use a wallbounce too early in any combo, you can substitute 4B with j.C > j.B > j.214B > EXS
  • 2A can be substituted with any of the following: 5A, 2B, or simply skip it and start with 5B.
  • If you've got the opponent cornered, do an 8j instead of a 9j.
  • 2A can be substituted with any of the following: 5A, 2B, or simply skip it and start with 5B.
  • Actually the optimal damage for meterless A starter routes, and can be done anytime, anywhere, assuming you count how many times the opponent hits the ground (OTG).
  • Introduces you to using Smart Steer in the middle of combos, a cornerstone of optimal meterless combos.
  • Has surprisingly good corner carry.
  • Just make sure you count your bounces again, or else the combo will end at j.[C]
  • Combo that is very generous as to how far you are from the corner, since there are a lot of advancing-attacks that bring you close.
  • The hardest parts will probably be linking 66B, and learning the timing for 623C.
  • Not the most optimal, but you'll get a feel for timing 623C to land all 4 hits, which is necessary later on.
  • You can do this combo anywhere by replacing 623C with [4]6C.

Combo Theory

Waldstein's combo theory revolves around set up a launcher, choosing which combo filler to use based on distance and height, use a wall bounce, follow up with 4B, and finally, choosing a dedicated ender. Let's take a look at a very common starter sequence: 5B > 214B. After this 214B, you can choose one route from all of these as your combo filler. They are listed from most ideal to least ideal:

  • X > standing 6C
  • X, dash j.A > j.B > j.C, standing 6C
  • X > dash j.B > j.C > j.6C
  • X > dash j.A > j.C > j.6C
  • X > j.A > j.B > j.6C
  • X > 22X > 236C
  • Actual, specific routes from specific starters and enders are listed later on the page.


You will see this general combo structure appear frequently, with some minor alterations/combinations here and there. All of the routes in this document will list j.AC > j.6C because this is the most consistent, but just be aware that you have options. The closer your opponent is, the better combo filler you can use. When you press whatever button you press in neutral, you should already be considering what combo filler you'll need to use in order to convert. If they are at tip 5B range, you don't have to think about trying to use standing 6C. To keep your mental stack short, you can start with always using j.AC > j.6C because of the consistency it provides. After you've chosen which combo filler to use, then it's time to decide what ender to use. If you have meter to burn, you will generally use 4B after your wall bounce, and then pick from one of the enders in the section below.


Along with getting new options for combo structure, we also have new enders to choose from. As of UNI2, using Smart Steer (the whole route, not just the new 5AB ender) is consistently our new, most optimal meterless ender. So we can choose between sticking to our standard bnb, ending with 4B, and finishing with Godpress to take advantage of corner pressure it brings, or we can decide to route into smart steer for some decent corner carry, superior damage, and a small GRD bonus.


It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing, as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce (with 1 exception, explained later), so keep that in mind when using it as a starter or ender.


Waldstein's stable bnb combos do not require any attention to details such as height, position, or starter. And thankfully, you still get access to choose whichever ender you like. However, as you get closer and closer to new optimal combos, you'll begin to notice that they play a huge part in making sure that every hit counts. Even though you'll start paying attention, things are usually still straight forward. Once we have a solid list of optimal combos, you can look forward to a combo demonstration video to help you visualize what the combos are supposed to look like. We are still learning new routes, even 2 months into the game's lifespan!


FAQ
  • My [4]6X whiffs after 4B

Make sure the combo you're trying doesn't use a ground bounce too early. For example, 2B > 214B will instantly use a ground bounce and will cause the starter combos to fail.
If you're sure you have the right combo and it's still not working, time your godpress with Waldstein's headbutt in 4B's animation.

  • What do I do if my opponent is too far for 214B?

We're working on that, but the simple answer seems first be to realize when they will be too far, then do 5B > 22B > meter instead.

  • How important are 720's?

Pretty important, but you can hide your buffer behind other moves. 4B > 720B is a great place to practice. And remember you only need 1.5 rotations for it to count.

  • I can't seem to get j.B > j.C > j.6C after 214B in some routes.

First, make sure you are not starting with an assault button. Then, make sure you are dashing before j.B. Finally, make sure you are inputting the air series with no delays. When it comes to the initial j.B, think of the input like 66~9B.

List of Enders

There are X different enders to choose from, some used more often than others. Some easier and some quite difficult. If you're just starting out, take a look at the simple enders below since they always work.

  • Each ender listed here is intended to replace the Ender tag in the combos later on in this page.
  • Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
  • If a combo lists "Simple Ender", you will not be able to use a Complex Ender, usually due to scaling.


Simple Enders (Click Here)

This list of enders will work any time, anywhere, no matter how prorated your combo is. It is a great place to get started learning how to control Waldstein, and you'll still be using these enders somewhat regularly even at high-level play. They'll never become obsolete.

Combo Cost Location
  • Ender for good oki, sacrificing damage.
  • Has decent corner carry.
  • Lets you safejump afterwards but needs assault to cover backtech midscreen.
  • You can 66Cw and still be plus.
  • Meterless ender for corner carry.
  • Usually, it'll be prorated enough for them to tech forward. If they do, walk back to keep the corner or go for a left/right mixup instead.
  • Best used when you were cornered but you managed to mash out. Loses effectiveness the closer you are to the center of the stage.
  • The first ender with a link. Get comfortable with linking attacks after this 214[B] because it comes up a lot later.
  • Sacrifices damage for oki.
  • If tk'd forward, you can meaty clap even on backtech.
  • If you have a good starter, you can microwalk before 5B in order to sideswap.
  • Can be pretty ambiguous which side you end up on, confusing opponents.
  • Similar to the ender above, but allows metered extensions.
  • Available EXS follow ups are 214C, 4[6]C, 236C, and 22C.
  • For this combo's EXS, you can use:
    • 236C (Damage)
    • [4]6C (Corner-carry)
    • 623C (Corner only)
    • IW (Round-ender)
  • Has the same properties 720A/B have oki wise but deals more and gives a lot more corner carry.
  • The key is the use the physical momentum/muscle memory of your button presses to continue the motion for the 360.
  • Wastes more time than most other enders, which has a couple of niche uses.
  • If you are not comfortable with doing a 720 here, a 360 will suffice.
  • 720C allows your next combo to gain full meter, even if it's meaty (due to how long the animation takes).

Return to top


Complex Enders (Click Here)

This list of enders has a bit more nuance added to each one. You need to be more aware of combo structure, combo proration, resources, position, and goals to get the most out of these. I will list these enders in order of simple to complex, and common to rare.

Depending on how prorated your combo is, 214[B] > 5C might drop at 5C. Here is a short list of reasons why your 5C might drop here.

  • Assault starter without a CH.
  • Too many normals before 214B.
  • Didn't manage SMP (Same Move Proration) effectively.
Combo Cost Location
  • Gives decent oki in the corner and corner-carries a decent amount.
  • Really nice if you want to Concentrate safely after the knockdown since they can't tech forward.
  • An extension of one of the simple enders, but with some more buttons.
  • This sequence allows your next combo to gain full meter, even if it's meaty.
  • One of the best damage enders. You'll be doing this one a lot.
  • UNI2 changed hurtboxes so j.B always works here now.
  • If you're coming from a previous version of the game, remember to use j.214A now for the added corner carry.
  • Without meter, this ender gives poor oki midscreen, so it's best used in the corner where they can't backtech to go back to neutral.
  • +25 fixed frame advantage unless you use meter.
  • With meter, you can end with:
    • [4]6C for corner carry and medium damage.
    • 22C for no midscreen oki but max damage.
    • 214C for side swap and safejump, but least damage.
  • Comparable damage to ending with 22C, but keeps the corner and also gives oki.
  • Remember to delay the 623C in order to get all 4 hits.
  • Generally, if you went with the j.BC bnb route, you will not be able to use this ender as shown due to SMP. You can omit j.B to try to avoid it, but it doesn't always work.
    • On 3C whiff, you are still +4 which can lead to some "interesting" interactions.
  • Moves you forward quite a bit. Does not require you to be super deep in the corner before 623C in order to land the 3C.
  • CVO ender for max damage.
  • Adds a little bit more than if you just went straight into IW, unless you have Celestial.
  • CVO ender for max damage at 200 meter and <30% health.
  • Time your 623 to hit before they hit the ground from 4B's headbutt.
  • Only two hits of 623B should come out before you activate CVO. Otherwise it ruins the hitstun scaling and you may drop.
  • The use of tk.214A vs tk.j214B is to prevent the deadzone that sometimes makes 236C impossible to follow up from a specific spacing from the corner.
  • The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes.
  • 1st combo is midscreen only.
  • 2nd combo is corner only.
  • If you're kinda midscreen but also kinda in the corner, use the midscreen route but 3C instead of 236A. You'll know once it happens.
  • Best non-CVO IWEX ender for if you need to close out a round but don't have vorpal.
  • Does about 100 more damage than a j.214B > IW and looks cooler.
  • If your combo is too prorated, use 5B instead.
  • Stronger non-CVO IWEX for the corner.
  • With the changes to j.214A, it now puts us deep enough into the corner for this to connect without doing anything weird.
  • An ender which allows you to get cash out your GRD for meter, even if you have 200.
  • Only use this ender if you need to spend meter to get the KO, have vorpal, and still need to win another round.
  • This EX is specifically suggested because it does a lot of damage, but more importantly, doesn't KO until completion (which allows meter to fill).
  • There are a number of ways to burn CS before a kill (even without meter), but this one is best for when you actually need to use some.
  • Another meter-economy ender.
  • This one is for when IW is overkill, but 1 super won't be enough.
  • You should end up with 50 meter minimum left over after the kill.
  • A safe way to enter Veil Off without sacrificing much damage.
  • A great tool for when you absolutely must go All-In, but have a large health deficit.
  • Having orange health or 200 meter extends VO duration by a few seconds, and meeting both requirements extends it even more.
  • If your opponent backtechs, you can use that time to Concentrate, giving yourself a head start on the next GRD cycle to replenish your resources when VO runs out.
  • Max duration VO in UNI2 has been nerfed to about 18 real seconds.

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Combo Starters

This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.

Click on a header to expand or collapse that section of the combo list


Click here for A Starters
Standard A starters
Combo Damage Cost Meter Gain Location
  • Your bread and butter. Works perfectly for mashing out of pressure.
  • Unchanged from CLR, this route is too prorated for any of the fancy new routes.
  • You will be doing this combo a lot.
  • Can work at max 2A range if you dash before the j.B.
  • Slightly more optimized route due to changes to 6C.
  • Needs a close A button.
  • Going for this route will get you comfortable with 6C's range, which will be necessary for optimal combos later.
  • The meterless route.
  • Good meterless damage, good corner carry, strong oki, and even gives you GRD.
  • Less IW damage though. Should go into your standard route if you plan on using Infinite Worth.
Combo Damage Cost Meter Gain Location
  • Easy 1A starter that doesn't require a fast confirm.
  • Pretty much the same combo as the one above.
  • Doesn't work at max-tip range but it's still pretty generous.
  • 1A is plus on block.
  • Alternate confirm off of 1A that works in any situation, does almost 300 more damage.
  • If they block 623A, you're only -3. Perfect for RPS'ing with 720C or taking your turn again.
  • Similar to the 623A corner route much later in the guide, but without the delays that it has.
Combo Damage Cost Meter Gain Location
  • This combo works with a wide variety of starters, you are not locked into just 2A > 2C. As long as you get an early 4B and the starter isn't assault.
  • Easily your most optimal meterless A starter combo. It has no business doing this much damage for no resources lol.
  • Can just barely work with your back to the corner but you have to walk forward as far as you can before the 6C. Probably not worth it.


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Click here for B Starters

B starter combos let you do the same basic routes as A starters, but up close they can load up much more damage. Additionally, you have much more freedom with B starters because it keeps the opponent low enough to the ground to follow up with a wide range of attacks. With 214X range nerfed, you also have a little bit more to think about now.

2B combos are too prorated so you generally just go into your bnb, unless it was CH. For that reason, most are not listed.

5B > 214X Midscreen

5B is a very consistent starter and allows many free-form conversions. Below, some standard routing is shown.

Combo Damage Cost Meter Gain Location

This is a stable 5B starter route that works at all ranges that 214B connects. You will definitely be using this a lot. Learn this route first!

  • The air series has a lot of variations available depending on distance or height, but this is the most consistent. Refer to the Combo Theory section above for more info.
  • If you have good height control and can keep your opponent somewhat low, you can add a 2C between the j.6C and 4B for extra damage
  • While not optimal meterless, it's still a great, consistent combo with easy access to metered enders.

An excellent meterless combo that provides more damage than any meterless enders while also providing great oki, good corner carry, and even some GRD. Great for the start of round 1 before you have a chance to gain meter.

  • Again, the air series has many optional variations available.
  • Dashes are optional, but each one adds more consistency and corner carry.
  • You go through the entire Smart Steer route, ending at the new Steer Ender.
  • Your most optimal meterless 5B confirm.
Combo Damage Cost Meter Gain Location
  • Solid blockstring that's forward advancing and plus on block. Great damage.
  • Another solid blockstring due to how much forward movement both 66B and 623A have. Remember that 623A is -3 on block and play accordingly.

Weird Routes:

Combo Damage Cost Meter Gain Location
  • Probably the weirdest route we currently have.
  • Works at any range that 214B connects.
  • Does not work if you or the opponent is too close to the corner. A truly midscreen route.
  • You can apparently route into smart steer from the j.[C] but I couldn't figure it out.
  • The double clap route from CLR.
  • Still a very good combo since it's a lot easier than the 6C route.
  • Use j.A instead of j.B if they are too far.
  • If you have good height control (delaying the claps), you can fit a 2C before the 4B.
Combo Damage Cost Meter Gain Location
  • Solid blockstring that's forward advancing and plus on block. Great damage.
  • Another solid blockstring due to how much forward movement both 66B and 623A have. Remember that 623A is -3 on block and play accordingly.

Other midscreen confirms

Combo Damage Cost Meter Gain Location
  • Round start confirm.
  • Need to instantly cancel 5B for this to work. Only the 2nd and 3rd hits of 623A will connect.
Combo Damage Cost Meter Gain Location
  • Situational route where you accidentally use a bounce too early.
  • This combo structure can be used on any early bounce, so I think it's worth learning. For example, air hit 236A~4A > CS.
  • If you think they are too low for 5B, simply use 66B > 236A instead. Less damage but great consistency.
  • 2B > 214B uses one bounce which is why the route is quite different than the rest of Waldstein's combos.
  • Can use any EXS ender you feel is necessary for your situation, including 623C for the corner.
  • If you decide to do a CVO route, omit the second part of 236B. So 5[C] > 236B > CVO

Long Range 5B > 22A confirms

Combo Damage Cost Meter Gain Location
  • Your backup combos for when the opponent is outside the range of 214B or 623A.
  • The only time you might consider using a standard ender after 4B in the first combo is if you need to use CVO to close the round.
  • There are a lot of variables that can allow you to do different things from this starter, too many to list. Number of 22X, if the 5B was CH, how long you delay certain attacks.

5B Corner

Combo Damage Cost Meter Gain Location
  • Two confirms, depending on what you planned on doing if they blocked 5B, but didn't.


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Click here for C Starters

Consider this section highly under-labbed. I could not find any decent 5C midscreen starters because of how far this move sends your opponent. I will closely update this section if we find more stuff.
Every non-bnb midscreen 5C combo I can find does less damage than 623A or 6C starters and are less finicky.

Close Range C Starters

Combo Damage Cost Meter Gain Location
  • Two different confirms to suit your needs.
Combo Damage Cost Meter Gain Location
  • The second combo is currently your best meterless CH 2C meterless punish. Definitely worth learning. I have it listed again in the Anti-Air confirms so you don't miss it.
  • If the opponent was grounded and too close, 1A will connect and you'll have to convert to the first combo instead.
  • Yes, this does more damage than routing into the full smart-steer.
Combo Damage Cost Meter Gain Location
  • Standard bnb but needs a close 5C because it sends your opponent outside of new reduced clap range.
  • Needs a little modification if you were cornered (omit 2C) or have the opponent cornered (might sideswap after 6C).
Combo Damage Cost Meter Gain Location
  • These combos are a little weird because for some reason, 6C as a starter does not grant the ultra-low tech so we can't route straight into 214[B] easily.
Combo Damage Cost Meter Gain Location
  • For those times when you wanted to 66Cw > 360, but your opponent got hit instead.
  • Damage calculated with both hits, but both routes works with just the second hit too.
  • You can substitute [4]6C with whatever metered ender you want.

Long Range C Starters

Combo Damage Cost Meter Gain Location
  • I think this is actually a good sequence. 5C has a pretty long cancel window so you should be able to visually hitconfirm into 5AB/Steer Ender without much risk.
  • Gives great oki for how far it normally sends the opponent.
  • Damage varies based on how far the Steer Ender lands. You get less damage from far hits for some reason.
  • Another easy combo to visually confirm into.
  • If you just want to swing the 236A on block to get in, you can always use 214C to create plus frames instead.
  • Values are measured with [4]6C, but you can do 236C and extend a little bit without any additional bounces available.
  • Same combos as your 5B > 22A confirm.
  • Damage values differ based on distance, CH, and how many hits of 22X actually connect.
Combo Damage Cost Meter Gain Location
  • These two punch combos are more trouble than they are worth, especially since the opponent is likely to shield this 43 frame overhead anyway.
  • I'd suggest skipping these until you master everything else, unless you want to challenge yourself for fun.

Jump-in j.[C] Combos

Combo Damage Cost Meter Gain Location
  • If you happen to delay the j.[C] slightly, or you notice that your opponent was crouching or Counter Hit, you can omit 2A/5A for some extra damage.
  • For the medium combos, the delay on 214[B] is very slight. If you don't delay it, there is a greater chance of dropping the 6C.
Combo Damage Cost Meter Gain Location
  • Standard confirms for j.[C] air hit.
  • The second combo is for when they are too far for 4B.
  • If the opponent is too far for 2C, replace 2C > 214[B] with 2B > 5B > 214B instead.

Corner C Starters

Combo Damage Cost Meter Gain Location
  • If you're "too close", delay the 623A too.
  • Highly prorated. Note the Simple Ender.
Combo Damage Cost Meter Gain Location
  • Because 623A moves you forward, you do not need to be too deep in the corner to get this. You just need the wall to stop 3C from throwing too far.
  • The opponent needs to land in 214A's later active frames. Therefore, this combo will not work if you are too deep in the corner.
  • The range you're looking for in order to convert this combo is to have the corner stop them from going too far after 214A.
  • It turns out to be about 1 "jump back" after setting player positions to the corner.
Combo Damage Cost Meter Gain Location
  • Similar to the midscreen route.
  • Self-reminder to Tanasinn to take another look at this starter, we learned some new things so I don't know if we can do something different.


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Click here for Assault Starters
Assault incurs some heavy scaling, which usually limits your damage and routing pretty heavily.

If you score a Counter Hit from your assault attack, these penalties are removed. Your routing doesn't have to change, but you'll get more damage if you:

  • Remove any A buttons before your launcher.
  • Remember that you can use any enders instead of limiting yourself to the simple enders.
Combo Damage Cost Meter Gain Location
  • Basic bnb conversion. Great place to start.
  • Simple conversions that maintain similar structure to your bnb's.
  • The 66B links only work on crouching or CH.
  • If you're opponent blocks j.C, 66B will frame trap.
  • Best effort/reward ratio.
  • Smart Steer > IW damage in parenthesis.
  • The Hard combo is basically not worth doing, but it is the optimal meterless.
Combo Damage Cost Meter Gain Location
  • j.2C is a mid but if you can land it, that's more damage for you.
  • Multiple dash cancels. I prefer 6AB on them because I can plink the C (but not too fast).


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Click for Anti-Air Starters

Note: As of UNI2, 3C has been buffed to work on everyone universally. No more special combos for special characters!
These combos will all be against airborne opponents. Counter hit starters will be notated with CH in front.

2C, Non-Counter Hit

Combo Damage Cost Meter Gain Location
  • Non-CH 2C starter that works more often than not.
  • You need a fast 5A, so if the opponent was too high, you're S.O.L. unless you go 2C > 3C.
  • Still a good combo to know.
  • You can go into your bnb if you can land 5A > 214B (height dependent).


Counter Hit 2C

Combo Damage Cost Meter Gain Location
  • Converts easily into your main BNB once you learn the timing for the delayed 5B.
  • Works great as a tech-throw option select (1C~AD or 2CAD)
  • If you want an anti-air combo, this is definitely the best effort/reward ratio.
  • Note that 2C has its head invulnerability 2 frames slower than 3C, but has better reward.
  • A simple combo that gives reasonable damage for the little amount of effort it takes, and awards GRD to boot.
  • Can still add the 623A like in the combo below and still get the GRD gain and a nice extra chunk of damage.
  • Cannot be done with your back to the corner.
  • Use 5B after the air series instead of 2C in order to avoid SMP (Same Move Proration).
  • Skip the 623A if the confirm is too weird for you.
  • Can also do 6C > dash 4B if you want to keep it simple (recommended for most players).


3C Midscreen

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter. Catches everything if they are in the air and you don't get hit first. You can be surprised at some of the things you can catch.
  • All around consistent and easy combo that works on everyone, anywhere, anytime.
  • Lacks damage, but awards GRD quickly and gives oki.
  • Another consistent and pretty easy combo that works on demand. I personally use this when closing out a round and don't want to risk dropping because there are no delays and the 214B > 236A link is quite generous.
  • Still lacking in damage compared to what you could get, but is a good middle ground for learning and still packs a punch.
  • You'll have to learn how to start charging Godpress while you're attacking with 236A~4A.
  • A much better starter sequence that takes a little more effort but will pay itself off in the long run.
  • IW damage values in parenthesis.
  • Combos 1&2 are great meterless confirms that still give you oki. The 4B > 5AB one does not make you lose GRD either.
  • Combos 3&4 are great for dumping 100 meter.
  • In combo 4, you must use j.214B specifically. Also you can use whatever EXS you want (22C, 623C, 236C)


3C Corner

Combo Damage Cost Meter Gain Location
  • 3C route if very deep in the corner. Even better chunk of extra damage.
  • Can be performed at about a 1A's distance from the wall.
  • Pretty similar to CLR.


623A AA

Combo Damage Cost Meter Gain Location
  • Extremely rewarding Anti-Air.
  • Because 623A advances forward, makes it actually pretty difficult to not get, unless they were super far or super high.
  • You can confirm into this route if your different starter was Counter Hit. This means any CH confirm can route this way.
  • If the opponent is higher than standard jump height, you'll need to convert with 3C instead (Combo in with the Special starters section).


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Click for Special/Unique Starters (Mid-screen)

Command Grabs

Combo Damage Cost Meter Gain Location
  • First is a simple bnb conversion, Third is a new optimal in UNI2. Middle combo is your optimal meterless route.
  • All command grab combos can get boosted damage with a 720 instead of just a 360.
  • If you start with 360C, I would advise against also ending with meter unless you really need to squeeze out that last bit of HP to close the round.
  • This combo only works from 360B.
  • It's a great combo for when you need to close the round or deny meter to your opponent.
  • Ideally, you'll have as close to 100 meter as possible, since all meter is lost upon execution. More meter does NOT mean more damage.
  • However, the amount of health you have does matter for damage. If you have orange health (less than 30%), you will get the higher damage value.

236X

Combo Damage Cost Meter Gain Location
  • First combo is a variation of our bnb.
  • Second combo is hard but you can always go 6C > dash 4B and only take a 50 damage penalty. With it if you cannot afford to drop the combo.
  • Third combo is air tight and plus. Can replace 22C with 236C if you're 100% certain that 236x will hit, for some bonus damage.

236X~4X

Combo Damage Cost Meter Gain Location
  • Note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos only work with 236A.
  • You really, really need to delay the 236C, you have a ton of time. Just don't let them actually touch the ground.
  • Use meterless enders here because of poor return when you use two supers in this way, unless it will kill.
  • If you can get these Smart Steer combos down, that's even better. They do more damage and also award you GRD.
  • Excellent for using when you just want to swing 236X for the purpose of getting in.
  • Again, note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos only work with 236A.
  • The vacuum from the second part of 236X~4X will remain even after CS, making this a very appealing way to start your close-range offense. They either block it and deal with your frame advantage or they get hit into one of these combos.
  • If you don't have CS to make this safe, you can use 214C on block.
  • For the CS routes, metered enders are very close in terms of damage. Might be worth using the easy route if you plan to tack on meter.
  • The dash dl.2C route can work at max range, good to know.
  • For the final combo, you have enough time to dash before the 623A in case they would normally be too far. If they were close, then feel free to omit the dash.

j.2C

Combo Damage Cost Meter Gain Location
  • If you get a falling CH, you can actually skip/save CS, but this requires high awareness.

623A

623A definitely has the most versatile routing available. If you're just starting out, please don't overwhelm yourself trying to study every variation.

Combo Damage Cost Meter Gain Location
  • This is definitely one of your best, consistent starters. Learn this combo!!
  • Fast startup, does more damage than any normal starter, and even comes with head invuln on frame 4.
  • Cannot use Smart Steer in this route efficiently, you're better off using the Anywhere route for it.
  • Optimal meterless
  • This route uses up your jump-cancel that we normally save for our ender. Remember that for after the 4B.
  • If they are low enough when 623A connects, you can route with 66B > 214B instead of 5A > j.C.
  • The same combo from the anti-air section.
  • If the opponent is higher than standard jump height, you'll need to convert into 5A instead.
  • If any combo starts with a CH and you cancel into 623A, you can still route into this combo.
  • This is definitely the route to learn for general Counter Hit confirms, such as 4B or 2C > 1Aw starters.

623B

Combo Damage Cost Meter Gain Location
  • 623B is a great roundstart tool, so definitely take some time to learn the 236C converions. If the opponent backdashes out of range, use 22C to keep yourself safer than 214C.
  • 623B is CS cancelable on the second swing. If you wait until after the 3rd swing, the opponent gets sent too far and you can't get a good combo.

Rock (FF/Force Function)

Damage values and meter gain are measured with vorpal because you're not going to get non-vorpal [FF] too often. These combos are from fullscreen or mid-range. Rock routes are not good up close with the first hit.

Combo Damage Cost Meter Gain Location
  • This combo works off of any rock throw that causes a wallbounce.
  • j.214 should connect before the opponent hits the wall from j.6C.
  • You can use any meter you like, but the values listed here use [4]6C.
  • If you want to route into smart steer, do it after 6C with j.[C]B, dash 5A-A-A-A-A
  • Your Counter Hit route. Does a little bit more damage, but won't be the end of the world if yo0u stick with the medium route.

4B

Combo Damage Cost Meter Gain Location
  • Easy route has no special delays and ends in another 4B that allows you to end with whatever combo ender you deem necessary.
  • Middle route is easily your best meterless ender.
  • Last route needs you to hit 623A before the opponent touches the ground from 4B's headbutt. Other than that, it's the same 623A route.
    • The 623A timing is actually the same as the 3-super CVO ender at the top of the page. So if you've made it this far, it might be worth it to remember this.
  • If your 4B was CH, you can actually go the CH 623A route for massive damage. Simple Enders only.




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Click for Special/Unique Starters (Corner)

Command Grab

Combo Damage Cost Meter Gain Location
  • Corner combos for 360A or 360B when you have CS.
  • Second combo's 4B ender is the optimal. Feel free to do whatever you want after 4B, but it should be from "Simple Enders" too.
  • There is different hitstun scaling between 360C starter and 360A/B starters.
  • 720 improves damage and does not affect hitstun scaling.
  • If you want to just pick 1 combo to learn, go with the 360C combos. They work from any 360.

236X

Combo Damage Cost Meter Gain Location
  • Needs an instant CS, but otherwise pretty straight forward. No weird delays or anything!

236X~4X

Combo Damage Cost Meter Gain Location
  • The delays are very weird, but I think this combo is still easier than the one below this.
  • If you don't delay the j.[C] for as long as possible, your opponent will be too far for dash 5A. You have more time to delay than you think.
  • If they block 236X~4X, simply cancel into 214C and be plus.
  • Can be performed a decent ways away from the corner due to how far 236A and 623C move you.
  • Most optimal for both 236A and 236B when confirming with 623C.
  • Is much easier from 236A.
  • Needs an instant ~4B follow up from 236B, the 623C needs to connect at its highest point, and the 5B needs to be as low as possible.
  • Can use the full Smart Steer after 4B for best meterless/IW damage.
  • You want to delay the 5C so that the 214[B] is low-hitting.

j.2C

Combo Damage Cost Meter Gain Location
  • Full 623C > 3C ender works.

623X

Combo Damage Cost Meter Gain Location
  • Does a bit more than the anywhere combo while also giving you incredible oki.
  • Similar to a standard BNB combo.
  • Do not use 2C before 4B or else the final 3C will drop.
  • An even harder-hitting combo that uses the early double clap follow up.
  • Deviates pretty significantly from the usual afterwards though.
  • Delay the 5[C] slightly so that they remain low enough for 4B.
  • Delay the 5B slightly or else it whiffs.
  • This combo works even if you are deep in the corner.
  • The 5C should hit them back towards the corner again for 4B to connect.
  • Probably not worth the effort for +30 damage.

Rock

Combo Damage Cost Meter Gain Location
  • The corner just needs to hold your opponent in place so that 4B can connect.
  • If you think you're too far, you can just 5B > 5C > 236A.

4B

Combo Damage Cost Meter Gain Location
  • This combo does not work with a 2C starter, but it works at many distances. Too close, too far, it's all good. Might need different delay timings depending on the situation though.
  • This combo does work with a 2C starter.
  • This combo does not work if you are point-blank in the corner because you need the opponent to land in 214A's later active frames.
  • Normally I'd remove a combo that does so little extra damage, but 214[B] > 214A is a corner staple and serves as an example that it's not the only way to route.

66B

Combo Damage Cost Meter Gain Location
  • Learn your spacing so that you can decide which of the two combos to use.
  • Damage calculated from as far as 66B would connect.

6C

Combo Damage Cost Meter Gain Location
  • Combo that's pretty lenient on where in the corner you are positioned.
  • If you're too far from the corner for the 2A, just dash before the 4B.

Godpress

Combo Damage Cost Meter Gain Location
  • Delaying the 3C is necessary, they are too high
  • The second combo is for your IW. It's very slightly more optimal than if you use your IW in the first combo.
  • Identical to the 360 CS corner optimals. The hard combo below is similar, but not quite the same.
  • Be sure to CS cancel the second hit of EX Godpress. CS on the 3rd hit is a different and worse combo. This is because the 2nd hit leaves them low, but the 3rd leaves them very high.
  • Be sure to CS cancel the second hit of EX Godpress.


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Situational/Rare Starters

Section for weird starters that don't come up very often

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location
  • Also uses the CH route, but no CH is necessary. Interesting.
  • You want the 214[B] as low as possible. The lower the 2214[B], the easier the smart steer segment becomes.
  • Distance proration is not applied on whiff punishes. If you try it in training without setting up the dummy to whiff, you'll get less damage.
Combo Damage Cost Meter Gain Location
  • These two combos start with the opponent blocking 236X, but you delayed the 4X followup and they mashed, granting you a Counter Hit.
  • Two different routes, first one is if you want to spend meter while second is your best meterless.
Combo Damage Cost Meter Gain Location
  • Very rare starter, but converts into a pretty standard route.


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Counter Hit Combos/Variations

Counter Hit Variations of exiting combos

This section is purely for the purpose of recording the minor differences in routing you have available when you score a counter hit. Some of these are more helpful to know than others. Anti-airs are not listed here since they have their own section. Use this section only if you need to squeeze out a little bit more damage in your matches.

Combo Damage Cost Meter Gain Location

While technically possible without a counter hit, this combo becomes feasible with the counter hit. The damage increase is there, but it's not very much. More importantly though, is that this route has more corner carry.
Also, This combo is stable from a 5B > 214B starter, with or without counter hit.

  • Very good to know this one. Ideally, you want 22B to hit as low as you can manage. Thankfully, 5C has a generous cancel window so it's easy to fine-tune the height you want based on how far the 5C connects.
  • 214[B] adds an extra 86 damage (approximately, depends on how many hits from 22B land).
Combo Damage Cost Meter Gain Location
  • Only works on grounded or very low hitting 623B's, but extremely useful.
  • 214[B] adds an extra 194 damage. Definitely worth practicing this one.
Combo Damage Cost Meter Gain Location
  • 623A must connect before your opponent lands on the ground from the 4B starter.
  • This route adds about 250 damage (or more, depending on routing) to your 4B starter.
  • This sequence works on many more starters than 4B, but 4B is the easiest to confirm since the animation takes so long. You can do 5B or 5C too if you really wanted.
Combo Damage Cost Meter Gain Location
  • Harder to confirm at max range but still doable.
  • Need to double check this route at some point. I think it works but I forget.


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Celestial Combos

This section is reserved for combos that need CS to follow up from, but you have Celestial. They are engineered to get the most bang for your buck since you normally gain a lot of meter for using this CS. If you have 7 or more GRD blocks and Celestial, you can use an EX attack early and gain enough meter to IW. When you use your IW or IWEX, you want to ensure that it triggers before the blue bar in the transfer state disappears, as this bar is a visual indication of how much longer you have access to Celestial's bonus damage post-CS.

Once you pass below 7 GRD blocks (even 6.9), you won't have enough meter gain for these combos to work (or be meter efficient). EXS Values under "cost" are measured at the point of CS activation with the least amount of GRD required for the combo, since that is when the decision making happens.

If you have more GRD, you can start with less meter. Take the second combo for example. You need at least 9 blocks of GRD and at least 165 meter when you activate CS. But if you have 10 blocks, you can get by with 155 meter instead.

Celestial 360's Midscreen

Side note, if you start with 360C, you get more damage for routing normally.

Combo Damage Cost Meter Gain Location
  • Good meter-economy combo that leaves you with more meter than if you tacked on EXS in the ender.
  • The combo is best saved for when your meter is mostly full already, but it technically works if you have 47 meter when you CS.
  • Don't use more meter in your ender with this combo unless you're sure you can kill without just doing a normal route into IW.
  • Damage values are measured with [4]6A and 214[B] > 5C > j.CB > 214A > 22C.
  • Needs 7 or more GRD blocks, and at least 190 meter.
  • This route works with 9 or more blocks. A good starter route to get your feet wet into these weird routes.
  • If you don't delay the 236A, it will whiff. Take your time, but make sure you trigger IW before the transfer gauge runs out.
Combo Damage Cost Meter Gain Location
  • Delay the 2C for positioning.
  • Delay the IWEX to wait for the full 200 EXS.
  • Needs a full step back for the 5C for consistency.

Celestial 360's Corner

Combo Damage Cost Meter Gain Location
  • The 236C will sideswitch you, so be ready for that.
  • If you have 9 GRD blocks, simply omit the follow up attack from 236A to get the IW while the transfer state is active.
  • If you have 8 GRD blocks, omit 214A. You won't gain enough meter delaying the 236C by this much.
  • The 66B needs to be linked super early.
  • I could not find a combo that used a longer transfer state for 10 or 11 GRD blocks that also connects with IWEX.

6C (Optional Route)

Combo Damage Cost Meter Gain Location
  • I'm finding that this 1 bounce, 236C > CS sequence is applicable in many other Celestial routes.
  • The CS needs to be delayed until 236C fully recovers so that you gain more meter and so the damage bonus from the active transfer state applies to IW.
  • Delaying the CS a bit makes sure the rest of the combo lines up.
  • The 236C will sideswitch, but the forward movement from 66B and 5AB should keep you close enough to IWEX.
Optimal DP/Reversal Punishes

Fair warning, these combos are difficult, character specific, and sometimes move specific. They are NOT required to play Waldstein well, but if you're looking to learn some absolute bombo's since you've already learned everything else, then you've come to the right section.

This section will go over your best punishes for when you successfully bait out a DP. All of the combos require you to block low for the entire duration (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting. Some DP's have a very short block duration and others have unusually long ones.
Some general notes that apply to all listed combos:

  • All starters only work from Counter Hit.
    • You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
  • Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
  • All Waldstein meter gain values are calculated with vorpal up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.


Click on a header to expand or collapse that section of the combo list

Click for Universal
Universal
Combo Damage Cost Meter Gain Location

This is an all-rounder punish tool that works everywhere, even the corner.

  • Does not need to be a counter hit.
  • 12f startup, punishing pretty much anything remotely big.
  • Definitely the best effort/ratio big-boy-punish you can get.
  • Just make sure you get rid of your godpress charge so you don't accidentally get [4]6C.
  • If you don't have the resources for the CVO ender, just go into a standard 6C route, this starter is extremely good by itself too.
  • An all-rounder Counter Hit punish tool that works anywhere decently close to the corner. Once you get a feel, you can decide if you need your anywhere route or if you can go for this corner route. The damage increase is marginal, so don't feel pressured to learn this one.
  • If the situation calls for only 100 meter, use 4B > 236A~4A > 623C > 3C.
  • The CVO ender works with no issues.
Click for Between -17 and -28 (236A starters)

You can use these combos in place of the 214[B] starters if you want to learn less total routes.

6C Punish

  • Orie 236BC (Sacred Spire)
  • Eltnum 623B and 421C (Cutting Sync)
  • Gord 623C
  • Phonon 623C
Combo Damage Cost Meter Gain Location
  • Depending on how far you are, you might need to dash before 4B. Phonon leaves you close enough to the corner so the first dash should be omitted.
Click for -29 or more (214[B] Starters)
-29 or more, and stays in the corner
  • Hyde 623B and Pale Bringer
  • Linne, Nanase, Wagner, Orie 623B
  • Vatista [2]8B
  • Eltnum 623C
  • Hilda and Chaos IW
Combo Damage Cost Meter Gain Location
  • You can technically squeeze out a teeny bit more damage by altering the starter sequence but the difficulty ramps up significantly.
  • Basically undropable as long as you remember to delay the 623A.
  • Definitely learn this one due to its simplicity/damage ratio.
  • Works anywhere, but quite difficult. You need the 2C to be very close in order to link the 6C after 214A.
  • If you think this is too difficult, use the easy route.
  • If you think the opponent will be too far, use the easy route.
  • Just use the easy route, I'm definitely not using this in any tournaments.
-29 or more, but goes midscreen
  • Vatista [2]8C
  • Mika, Enkidu, Merkava 623C
  • Yuzu IW (3 hits, easy shield for a little more wiggle room)
Combo Damage Cost Meter Gain Location
  • 6C starter is very easy to get here since depending on how far away you block the DP, the opponent might sideswitch later.
  • 214[B] starter does less damage unless you do the hard route, which only does 4 (four) more damage. Definitely stick with 6C.
  • Standard 6C midscreen route.
  • For an extra 50 damage, you can try to start with 214[B] but good luck on anyone besides Yuzu.
  • Pretty hard with all the delays, but you're also getting 7K as a punish in style.
Command Grabs
Waldstein, Gordeau, Carmine, Seth EX Command Grabs
Combo Damage Cost Meter Gain Location
  • Both of these combos can be done from a jump-back j.[C] due to all the forward movement from 66B and 623A.
Byakuya IW
Combo Damage Cost Meter Gain Location
  • Use VO's invulnerability to avoid the attack.
  • If you forget to VO and jump on instinct, use the 214[B] starter. You are +40 or so after landing, ample time to comfortable get this starter.
  • For Byak 236C, simply use a 6C starter combo. No changes, doesn't doesn't need its own section.



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Videos

Wiki Combo Demonstration/Tutorial (UNI2) by Tanasinn [AZ]

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