Under Night In-Birth/UNICLR/Yuzuriha/Combos: Difference between revisions
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Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section. | Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section. | ||
Adding unnecessary filler between the initial hit and the launcher may reduce damage or prevent the use of certain components. Combos where a certain additional hit is optimal are featured accordingly | Adding unnecessary filler between the initial hit and the launcher may reduce damage or prevent the use of certain components. Combos where a certain additional hit is optimal are featured accordingly; use of other options to confirm is usually possible for less damage. | ||
Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses. | Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses. |
Revision as of 12:33, 5 April 2020
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Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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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. |
Yuzuriha specific notation notes:
- Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are inherently better or worse than others, with the exception that holding D mid-combo is generally discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
- ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D release, so it is important to not hold down D when attempting to D cancel.
- As suggested by the notes above, (D) represents an optional D cancel. In such cases, the player may choose to exit stance by releasing their previous hold and allowing Yuzuriha to recover normally. This increases recovery slightly on most stance actions relative to D canceled frame data, which can act as a timing assist for slightly delayed followup actions.
- Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC should not be interpreted as pressing all these buttons simultaneously. They more accurately correspond to 236A~B~A~C for example, but are often reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
- Unlike the above, XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously. The window for this "negative edge D-pair" is more strict; the D release must occur on the frame before or the same frame as the A/B/C input.
Getting Started
Starter Combos
Combos to start off with
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B Ender | Anywhere | |||
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Theory
Most combos beginning from close range hits follow the formula of hit>launcher + air followup(>optional extender)>stance chain>ender. In some cases, the launcher and followup is delayed to the middle of the combo and an extending sequence is inserted beforehand.
Combos from mid/far ranges rely heavily on stance attacks to confirm, most notably 236A/B, 214B, and their air counterparts. This allows Yuzuriha to close space and follow with a short relaunch sequence into an ender.
Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.
Adding unnecessary filler between the initial hit and the launcher may reduce damage or prevent the use of certain components. Combos where a certain additional hit is optimal are featured accordingly; use of other options to confirm is usually possible for less damage.
Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.
FAQ
How do I do x?
Delay x buttton
Enders
Combo | Cost | Location |
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66B | Midscreen | |
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66B 236B~A~B 236A+D | Midscreen | |
Note that 66B is not used in some cases. The replacement is typically some portion of the 4C 2C 4B sequence, at minimum incorporating 2C. | ||
66B 236A~B~A~C 236A+D | Midscreen | |
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66C | Corner | |
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66C j.421A | Corner | |
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66C j.421C | Corner | |
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66B 236B~A 214B 421A+D | Corner | |
Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead. | ||
66B 236B~A~B 236A+D 236C | 100 EXS | Midscreen |
IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen. | ||
66B 236B~A~B 236A+D 214C | 100 EXS | Midscreen |
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66B 236B~A 214C 421A+D | 100 EXS | Corner |
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66B 236B~A 214B 214C+D | 100 EXS | Corner |
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CVO 66B 236B~A~B 236A+D IW | >100 EXS, Vorpal | Midscreen |
For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired. | ||
CVO TK j.214C IW | 200 EXS, Vorpal | Anywhere |
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CVO 236C 214B(3) j.214C IWEX | 200 EXS, Vorpal | Corner |
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Combos
Routes not ending in the corner will include damage and meter values for both 236B~A~B 236A+D and 236A~B~A~C 236A+D, for the sake of comparing relative benefit on the two most common enders. Routes ending in the corner will include values for 66C and 236B~A 214B 421A+D for the same reason.
A Starters
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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5A 5C 236A 9D jC 66C j236A j6C j214B~D Ender 2A 5C 236A 9D jC 66C j236A j6C j214B~D Ender |
BAB: 3074 ABAC: 3040 BAB: 3071 ABAC: 3037 |
BAB: 54.99 ABAC: 56.14 BAB: 54.76 ABAC: 55.91 |
Midscreen | |
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5A/2A 5C 236A dl9D jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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5A/2A 5C 236A 9D jC 66B 236B 421C j236B j214B+D Ender | Midscreen | |||
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5A/2A 5C 236A 9D icj2C 66C j236A j6C j214B~D Ender | Midscreen | |||
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5A/2A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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2A 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A(~D) Ender | Corner | |||
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5A/2A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B(~D) Ender | Corner | |||
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B/C Starters
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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2B 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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2B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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2B 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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5B 236A 9D icj2C jFF 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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5B 236A 9D dljC 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender | Midscreen | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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2B 236A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) Ender | Corner | |||
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2B 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D | Corner | |||
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5B 236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D | Corner | |||
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Assault Starters
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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6D j2C 2A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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6D j2C 2A 2C 4B dl236A 6A FF~A 9(~D) jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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6D j2C 2A Ender | Midscreen | |||
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6D j2C 2A 5C 236A 6A FF~A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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6D j.C Ender | Anywhere | |||
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6D j.A CS Ender | Corner | |||
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Throw Starter
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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2C 4C j2C jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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2C 236BA dl9D jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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4C 2C(1) 236A dl9D jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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5C dl236A 6A FF~A dl9(~D) jB jC 66C j236A j6C j214B~D Ender | Midscreen | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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4C 2C(1) 236A~B 421A~D 66C j236AB j214A(~D) Ender | Corner | |||
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4C 236A~B dl7D jB jC 66C j236A j6B j214A(~D) Ender | Corner | |||
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Stance Starters
Close Range
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Mid/Far Range
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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Side Swap Routes
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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Vorpal Strip Routes
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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Videos
External Links
Yuzuriha Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-04-05 by Mavi.
73% complete | ||
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Page | Completed | To-do | Score |
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48/50 | |
Strategy |
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15/25 |
Combos |
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10/25 |