Under Night In-Birth/Controls: Difference between revisions

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[[Image:UNI_Controls.png|center|720px]]
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==Universal Controls==
==Controls==


'''Movement'''
Like most arcade fighting games, UNIB uses an 8 way direction joystick (or pad), and buttons. There are 4 attack buttons in total: {{UNI2-Btn|A}} (light), {{UNI2-Btn|B}} (medium), {{UNI2-Btn|C}} (heavy) and {{UNI2-Btn|D}} (EXS action).


''Dash'' / ''Backdash'' - [[File:4.gif]][[File:4.gif]] or [[File:4.gif]][[File:UNI_A.gif]]+[[File:UNI_B.gif]] / [[File:6.gif]][[File:6.gif]] or [[File:6.gif]][[File:UNI_A.gif]]+[[File:UNI_B.gif]]
And, as with other 2D fighters, UNIB uses [[Under_Night_In-Birth/Glossary#Numpad Notation|Numpad Notation]].


When you step in the direction your character is facing, you get a front-step. When you input it in the opposite direction, you get a back-step. Step distances are character dependent. You can cancel front-step at any point, even into guarding.
[[Image:UNI_Controls.png|centre|720px]]


=== Macros ===
As certain moves requires multiple button presses, UNI2 also presents macros for the home release. These include:
* {{UNI2-Btn|A}}+{{UNI2-Btn|B}}: Dash Macro;
* {{UNI2-Btn|A}}+{{UNI2-Btn|D}}: Throws;
* {{UNI2-Btn|B}}+{{UNI2-Btn|C}}: Force Functions;
* {{UNI2-Btn|A}}+{{UNI2-Btn|B}}+{{UNI2-Btn|C}}: (Cross Cast) Veil-Off, Guard Thrust, Infinity Worth (during CVO);
* {{UNI2-Btn|A}}+{{UNI2-Btn|B}}+{{UNI2-Btn|C}}+{{UNI2-Btn|D}}: Infinity Worth EXS.


''Jump'' - [[File:7.gif]] or [[File:8.gif]] or [[File:9.gif]]
As for the common question on "is there a dash macro?", the answer is '''partially'''; there are {{Ni|4}}/{{Ni|6}}+{{UNI2-Btn|A}}+{{UNI2-Btn|B}} that functions as a dash macro, but its usage is much more limited as it uses a combined input rather than a standalone input (like in Guilty Gear -Strive-, for example).  


Inputting 7, 8 or 9 on the ground will allow you to jump in that direction.
'''Note: Commands are always denoted assuming that you're on the left-side/player-1 side/facing right. You have to keep in mind that your inputs are mirrored when you're on the right-side/player-2 side/facing left.'''


==Movement==


''Assault (Air Dash)'' - [[File:6.gif]]+[[File:UNI_D.gif]] - Available in the air
;Walking
:{{Ni|6}} or {{Ni|4}}
When you step in the direction your character is facing, you get a front-step. When you input it in the opposite direction, you get a back-step. Step distances are character dependent. You can cancel front-step at any point, even into a block.


This will allow you to move horizontally in the air for a character specific distance. Consumes 10% of the EXS Gauge.
;Forward Dash 「ダッシュ」
:{{Ni|6}}{{Ni|6}} / {{Ni|6}}[[File:+.png]]{{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}
Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second {{Ni|6}} to do so. Certain characters cannot run; certain characters will have '''step''', which moves them forward for a distance and stops.


;Backdash
:{{Ni|4}}{{Ni|4}} / {{Ni|4}}[[File:+.png]]{{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}
Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.


'''Attacks'''
;Crouch
:{{Ni|1}} or {{Ni|2}} or {{Ni|3}}
Place your character into a crouching animation. Whilst crouching your profile is smaller and you have access to ''crouching block'' and ''crouching attacks''.


[[File:UNI_A.gif]] - Weak Attack
;Jump 「ジャンプ」
:''{{Ni|7}} or {{Ni|8}} or {{Ni|9}}''
Makes the character jump into the air. Pressing {{Ni|7}} or {{Ni|9}} will have them jump backward or forward respectively.  


[[File:UNI_B.gif]] - Medium Attack
;Assault
:{{Ni|6}}[[File:+.png]]{{UNI2-Btn|D}}
A homing jump that moves horizontally. It will not cross up a stationary opponent even if done very close.


[[File:UNI_C.gif]] - Strong Attack
;Air Assault
: {{Ni|6}}{{Ni|6}} or {{Ni|6}}[[File:+.png]]{{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}} or {{Ni|6}}[[File:+.png]]{{UNI2-Btn|D}} while in the air
This will allow you to move horizontally in the air for a character specific distance. 


[[File:UNI_D.gif]] - EXS Action
==Teching==
;Neutral Tech
:hold or press {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}} while laying on the ground (hold OK)
Press no direction and hold any button while laying on the ground to get back on your feet. You will be invincible while you neutral tech (also known as ukemi).
:You can delay their neutral tech to throw off the opponent's timing should they try to go for a mixup or block string.


;Backward Tech
: {{Ni|4}} {{Ni|+}} {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}} while laying on the ground (hold OK)
When knocked down on the ground, you can hold {{Ni|4}} to tech backwards to gain more space between you and the opponent.


'''Throw''' - [[File:4.gif]][[File:UNI_A.gif]]+[[File:UNI_D.gif]] or [[File:6.gif]][[File:UNI_A.gif]]+[[File:UNI_D.gif]]
;Air Tech
: {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}} while being hit in the air (hold OK)
After being hit in the air, you can tech by pressing/holding any of the following buttons: {{UNI2-Btn|A}}, {{UNI2-Btn|B}}, or {{UNI2-Btn|C}}. If you hold a direction as well, you will tech in the direction that you specify. {{Ni|7}}, {{Ni|4}}, or {{Ni|1}} will move you to the left, and {{Ni|9}}, {{Ni|6}}, or{{Ni|3}} will move you to the right. If you hold a neutral direction you will tech in place. After air teching you are invulnerable and unable to act until you touch the ground.


All normal throws involve pressing A and D and the same time. On the ground, you can do a neutral throw with just A+D or a forward/back throw by adding the 4 or 6 direction to the throw input. Some characters can also air throw, but there is only one type of those. You can break throws in the air and ground with the same input as throw. You can follow up neutral throws, but the start up is slower and much easier to break.
==Attacks==
;Attack Buttons
:The attack buttons are as follows:
*{{UNI2-Btn|A}} - Light Attack: Weaker, short range, but quick attacks.
*{{UNI2-Btn|B}} - Medium Attack: Intermediate in strength, range, and speed.
*{{UNI2-Btn|C}} - Heavy Attack: Strong, long range, but slow attacks.
*{{UNI2-Btn|D}} - EXS Action: Controls the special system mechanics in Under Night In-Birth.


;Normal Attacks
:''{{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}}''
Press either {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}} to attack.
As a rule of thumb, {{UNI2-Btn|A}} attacks are fast and less vulnerable but deals less damage, while {{UNI2-Btn|C}} attacks are slower and more vulnerable but deals greater damage. {{UNI2-Btn|B}} attacks are a balance in between {{UNI2-Btn|A}} and {{UNI2-Btn|C}}. Some character ignore this rule however.


'''Air Tech'''
;Command Normals
:''certain direction + {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}}''
Characters can combine certain direction with {{UNI2-Btn|A}}, {{UNI2-Btn|B}} or {{UNI2-Btn|C}} to perform a special set of attacks. For example, {{Ni|2}}{{UNI2-Btn|C}} is usually a low hitting sweep attack that knocks your opponent over.


After being hit in the air, you can tech by pressing A, B or C. If you hold a direction as well, you will tech in the direction that you specify. After air teching you are invulnerable and unable to act until you touch the ground, similar to a Street Fighter air reset.
;EXS Moves
:(''certain direction'') ''+ {{UNI2-Btn|D}}''
Press {{UNI2-Btn|D}} (possibly with a direction) to use your EXS moves.


;Special Moves
:(''certain input'') ''+ a button''
Special moves are moves that require a more elaborate command input, and have unique effects and properties. For example, Hyde's {{Ni|2}}{{Ni|3}}{{Ni|6}} {{Ni|+}} {{UNI2-Btn|A}} will perform a fireball move.
Special moves range from standard projectiles to invincible attacks, and the list goes on. Refer to character' pages for more details.


'''Ground Tech'''
;Forward Throw
:{{UNI2-Btn|A}} + {{UNI2-Btn|D}}
Press {{UNI2-Btn|A}} + {{UNI2-Btn|D}} to perform a throw, a type of unblockable attack. Throws, in general, will only hit in very close range.


When knocked down on the ground, you can hold any button before you hit the ground to ground tech. There are neutral and backward ground techs, both of which are not punishable.
;Backward Throw
 
:{{Ni|4}} {{UNI2-Btn|A}} + {{UNI2-Btn|D}}
 
Backward Throw is also a throw but will toss the opponent to the other side. This is useful for swapping corner positions.
'''Passing Link 「パッシングリンク」'''
Forward Throw and Backward Throw are consider Ground throws, meaning they can only hit grounded opponents.
 
Refers to chaining attacks. Most normal attacks can be chained in any direction, so A>B>C and C>B>A are both possible.
 
 
'''Smart Steer 「スマートステア」''' - [[File:UNI_A.gif]]'''xN'''


;Smart Steer
:{{UNI2-Btn|A}}{{UNI2-Btn|A}}{{UNI2-Btn|A}}...
Auto combo, ending with a super if there is meter available. Uses existing attacks but allows for those attacks to be used again later in the same chain.
Auto combo, ending with a super if there is meter available. Uses existing attacks but allows for those attacks to be used again later in the same chain.


 
;Force Function
'''Force Function 「フォースファンクション」''' - '''[[File:UNI_B.gif]] + [[File:UNI_C.gif]]'''
:{{UNI2-Btn|B}}[[File:+.png]]{{UNI2-Btn|C}}
 
Character specific move which consumes 1 GRD block.
Character specific move which consumes 1 GRD block.


 
;Veil-Off  
'''Veil Off 「ヴェールオフ」''' - '''[[File:UNI_A.gif]]+[[File:UNI_B.gif]]+[[File:UNI_C.gif]] (Consumes 100% EXS Gauge)'''
:{{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}[[File:+.png]]{{UNI2-Btn|C}} with at least 100 EXS Gauge
 
When triggered it will send a shock wave blowing the opponent back. For a short period of time the character will be powered up.
When triggered it will send a shock wave blowing the opponent back. For a short period of time the character will be powered up.


;Infinite Worth
: {{Ni|4}}{{Ni|1}}{{Ni|2}}{{Ni|3}}{{Ni|6}}[[File:+.png]]{{UNI2-Btn|D}} with 200 EXS or Veil-Off
: or {{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}[[File:+.png]]{{UNI2-Btn|C}} during CVO
Infinite Worth (commonly called Super Attacks) is an even stronger version of Special attacks that deal large amounts of damage.


'''Concentration 「コンセントレーション」''' - '''Hold''' [[File:UNI_D.gif]]
;Infinite Worth EXS
: {{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}[[File:+.png]]{{UNI2-Btn|C}}[[File:+.png]]{{UNI2-Btn|D}} with 200 EXS (or Veil-Off) and HP is under 30%
Infinite Worth EXS (often called IWEX) is an even more powerful move that has an invincible startup.


Increases GRD while slowly consuming meter. Can also reduce your opponent's GRD.
==Defense==
;Ground Blocking
:hold {{Ni|4}} or {{Ni|1}}
Hold {{Ni|4}} or {{Ni|1}} to block high or low.  
* High block will not block lows.
* Low block will not block overheads.
* Throws are not blockable.


;Air Blocking
:hold {{Ni|4}} in the air
Hold {{Ni|4}} will allow you to block in the air. There is no difference on blocking high or low when in the air.
* Most grounded attacks are not blockable by Air Blocking.


'''Chain Shift 「チェーンシフト」''' - [[File:UNI_D.gif]][[File:UNI_D.gif]]
;Throw Reject
:{{UNI2-Btn|A}} + {{UNI2-Btn|D}} while in the thrown state
Throws do not inflict damage immediately; there is a brief window where you can avoid the attack. Press {{UNI2-Btn|A}} + {{UNI2-Btn|D}} to break the throw and escape.
There are some situations where you can't reject the throw.


Only available while in Vorpal state. Converts GRD to meter at a rate of 20 meter per GRD block (up to 120 meter max), causes a super flash that briefly pauses the action, and can instantly cancel attacks.
;Guard Thrust
:{{Ni|6}}[[File:+.png]]{{UNI2-Btn|A}}[[File:+.png]]{{UNI2-Btn|B}}[[File:+.png]]{{UNI2-Btn|C}} with 100 EXS Gauge
Guard Thrust is an invincible attack that does zero damage, but blows away the opponent and stops their offensive momentum.


==EXS Actions==


'''Shield 「シールド」''' - '''[[File:4.gif]], [[File:1.gif]], or [[File:7.gif]] + [[File:UNI_D.gif]]'''
;Concentration
:{{UNI2-Btn|D}} (hold OK)
Increases GRD. Can also reduce your opponent's GRD.


Shielding an attack increases your GRD and decreases blockstun. A powerful tool, but while active if you're thrown or shielding high against a low attack (or vice versa) you will be GRD broken.
;Chain Shift
:{{UNI2-Btn|D}}{{UNI2-Btn|D}} in rapid succession with Vorpal
Only available while in Vorpal state. Converts GRD to meter at a rate of 20 meter per GRD block, causes a super flash that briefly pauses the action, and can instantly cancel attacks.


;Shield
:{{Ni|4}}[[File:+.png]]{{UNI2-Btn|D}} / {{Ni|1}}[[File:+.png]]{{UNI2-Btn|D}} / {{Ni|7}}[[File:+.png]]{{UNI2-Btn|D}}
Shielding an attack increases your GRD, increases push-back, and decreases blockstun. A powerful tool, but while active if you're thrown whilst shielding, or shielding high against a low attack (or vice versa) you will be GRD broken.


'''Guard Thrust 「ガードスラスト」''' - '''[[File:2.gif]][[File:1.gif]][[File:4.gif]] + [[File:UNI_D.gif]] (Requires 100% EXS Gauge)'''
;Air Shielding
:{{Ni|4}}[[File:+.png]]{{UNI2-Btn|D}} / {{Ni|1}}[[File:+.png]]{{UNI2-Btn|D}} / {{Ni|7}}[[File:+.png]]{{UNI2-Btn|D}} in the air
Performing a shield in the air will result in performing an aerial blue shield. You gain the benefits of a Shield, in addition to being able to shield ''some'' attacks that are not normally air blockable.


UNIEL's Alpha counter mechanic - an invincible counter attack from block. If you're in Vorpal state, you can consume your remaining meter to perform a Guard Thrust. If you aren't in Vorpal state you can use 100%+ EXS to perform a Guard Thrust, but this will result in GRD Break status even if successful.  
;Creeping Edge
:{{Ni|3}}[[File:+.png]]{{UNI2-Btn|D}}
Creeping Edge will Shield incoming attacks while moving the character forward. However, characters are still vulnerable to throws, and the Shield does not go through the entire duration. It is a useful tool to get through standard projectiles while still advancing forward, or as a corner escape tool.


{{UNIST}}
{{Navbox-UNI|UNI2}}
{{UNIB}}


[[Category:Under Night In-Birth]]
[[Category:Under Night In-Birth]]

Latest revision as of 15:17, 27 February 2024

Controls

Like most arcade fighting games, UNIB uses an 8 way direction joystick (or pad), and buttons. There are 4 attack buttons in total: {{{2}}} (light), {{{2}}} (medium), {{{2}}} (heavy) and {{{2}}} (EXS action).

And, as with other 2D fighters, UNIB uses Numpad Notation.

UNI Controls.png

Macros

As certain moves requires multiple button presses, UNI2 also presents macros for the home release. These include:

  • {{{2}}}+{{{2}}}: Dash Macro;
  • {{{2}}}+{{{2}}}: Throws;
  • {{{2}}}+{{{2}}}: Force Functions;
  • {{{2}}}+{{{2}}}+{{{2}}}: (Cross Cast) Veil-Off, Guard Thrust, Infinity Worth (during CVO);
  • {{{2}}}+{{{2}}}+{{{2}}}+{{{2}}}: Infinity Worth EXS.

As for the common question on "is there a dash macro?", the answer is partially; there are 4/6+{{{2}}}+{{{2}}} that functions as a dash macro, but its usage is much more limited as it uses a combined input rather than a standalone input (like in Guilty Gear -Strive-, for example).

Note: Commands are always denoted assuming that you're on the left-side/player-1 side/facing right. You have to keep in mind that your inputs are mirrored when you're on the right-side/player-2 side/facing left.

Movement

Walking
6 or 4

When you step in the direction your character is facing, you get a front-step. When you input it in the opposite direction, you get a back-step. Step distances are character dependent. You can cancel front-step at any point, even into a block.

Forward Dash 「ダッシュ」
66 / 6+.png{{{2}}}+.png{{{2}}}

Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second 6 to do so. Certain characters cannot run; certain characters will have step, which moves them forward for a distance and stops.

Backdash
44 / 4+.png{{{2}}}+.png{{{2}}}

Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.

Crouch
1 or 2 or 3

Place your character into a crouching animation. Whilst crouching your profile is smaller and you have access to crouching block and crouching attacks.

Jump 「ジャンプ」
7 or 8 or 9

Makes the character jump into the air. Pressing 7 or 9 will have them jump backward or forward respectively.

Assault
6+.png{{{2}}}

A homing jump that moves horizontally. It will not cross up a stationary opponent even if done very close.

Air Assault
66 or 6+.png{{{2}}}+.png{{{2}}} or 6+.png{{{2}}} while in the air

This will allow you to move horizontally in the air for a character specific distance.

Teching

Neutral Tech
hold or press {{{2}}}, {{{2}}} or {{{2}}} while laying on the ground (hold OK)

Press no direction and hold any button while laying on the ground to get back on your feet. You will be invincible while you neutral tech (also known as ukemi).

You can delay their neutral tech to throw off the opponent's timing should they try to go for a mixup or block string.
Backward Tech
4 + {{{2}}}, {{{2}}} or {{{2}}} while laying on the ground (hold OK)

When knocked down on the ground, you can hold 4 to tech backwards to gain more space between you and the opponent.

Air Tech
{{{2}}}, {{{2}}} or {{{2}}} while being hit in the air (hold OK)

After being hit in the air, you can tech by pressing/holding any of the following buttons: {{{2}}}, {{{2}}}, or {{{2}}}. If you hold a direction as well, you will tech in the direction that you specify. 7, 4, or 1 will move you to the left, and 9, 6, or3 will move you to the right. If you hold a neutral direction you will tech in place. After air teching you are invulnerable and unable to act until you touch the ground.

Attacks

Attack Buttons
The attack buttons are as follows:
  • {{{2}}} - Light Attack: Weaker, short range, but quick attacks.
  • {{{2}}} - Medium Attack: Intermediate in strength, range, and speed.
  • {{{2}}} - Heavy Attack: Strong, long range, but slow attacks.
  • {{{2}}} - EXS Action: Controls the special system mechanics in Under Night In-Birth.
Normal Attacks
{{{2}}}, {{{2}}} or {{{2}}}

Press either {{{2}}}, {{{2}}} or {{{2}}} to attack. As a rule of thumb, {{{2}}} attacks are fast and less vulnerable but deals less damage, while {{{2}}} attacks are slower and more vulnerable but deals greater damage. {{{2}}} attacks are a balance in between {{{2}}} and {{{2}}}. Some character ignore this rule however.

Command Normals
certain direction + {{{2}}}, {{{2}}} or {{{2}}}

Characters can combine certain direction with {{{2}}}, {{{2}}} or {{{2}}} to perform a special set of attacks. For example, 2{{{2}}} is usually a low hitting sweep attack that knocks your opponent over.

EXS Moves
(certain direction) + {{{2}}}

Press {{{2}}} (possibly with a direction) to use your EXS moves.

Special Moves
(certain input) + a button

Special moves are moves that require a more elaborate command input, and have unique effects and properties. For example, Hyde's 236 + {{{2}}} will perform a fireball move. Special moves range from standard projectiles to invincible attacks, and the list goes on. Refer to character' pages for more details.

Forward Throw
{{{2}}} + {{{2}}}

Press {{{2}}} + {{{2}}} to perform a throw, a type of unblockable attack. Throws, in general, will only hit in very close range.

Backward Throw
4 {{{2}}} + {{{2}}}

Backward Throw is also a throw but will toss the opponent to the other side. This is useful for swapping corner positions. Forward Throw and Backward Throw are consider Ground throws, meaning they can only hit grounded opponents.

Smart Steer
{{{2}}}{{{2}}}{{{2}}}...

Auto combo, ending with a super if there is meter available. Uses existing attacks but allows for those attacks to be used again later in the same chain.

Force Function
{{{2}}}+.png{{{2}}}

Character specific move which consumes 1 GRD block.

Veil-Off
{{{2}}}+.png{{{2}}}+.png{{{2}}} with at least 100 EXS Gauge

When triggered it will send a shock wave blowing the opponent back. For a short period of time the character will be powered up.

Infinite Worth
41236+.png{{{2}}} with 200 EXS or Veil-Off
or {{{2}}}+.png{{{2}}}+.png{{{2}}} during CVO

Infinite Worth (commonly called Super Attacks) is an even stronger version of Special attacks that deal large amounts of damage.

Infinite Worth EXS
{{{2}}}+.png{{{2}}}+.png{{{2}}}+.png{{{2}}} with 200 EXS (or Veil-Off) and HP is under 30%

Infinite Worth EXS (often called IWEX) is an even more powerful move that has an invincible startup.

Defense

Ground Blocking
hold 4 or 1

Hold 4 or 1 to block high or low.

  • High block will not block lows.
  • Low block will not block overheads.
  • Throws are not blockable.
Air Blocking
hold 4 in the air

Hold 4 will allow you to block in the air. There is no difference on blocking high or low when in the air.

  • Most grounded attacks are not blockable by Air Blocking.
Throw Reject
{{{2}}} + {{{2}}} while in the thrown state

Throws do not inflict damage immediately; there is a brief window where you can avoid the attack. Press {{{2}}} + {{{2}}} to break the throw and escape. There are some situations where you can't reject the throw.

Guard Thrust
6+.png{{{2}}}+.png{{{2}}}+.png{{{2}}} with 100 EXS Gauge

Guard Thrust is an invincible attack that does zero damage, but blows away the opponent and stops their offensive momentum.

EXS Actions

Concentration
{{{2}}} (hold OK)

Increases GRD. Can also reduce your opponent's GRD.

Chain Shift
{{{2}}}{{{2}}} in rapid succession with Vorpal

Only available while in Vorpal state. Converts GRD to meter at a rate of 20 meter per GRD block, causes a super flash that briefly pauses the action, and can instantly cancel attacks.

Shield
4+.png{{{2}}} / 1+.png{{{2}}} / 7+.png{{{2}}}

Shielding an attack increases your GRD, increases push-back, and decreases blockstun. A powerful tool, but while active if you're thrown whilst shielding, or shielding high against a low attack (or vice versa) you will be GRD broken.

Air Shielding
4+.png{{{2}}} / 1+.png{{{2}}} / 7+.png{{{2}}} in the air

Performing a shield in the air will result in performing an aerial blue shield. You gain the benefits of a Shield, in addition to being able to shield some attacks that are not normally air blockable.

Creeping Edge
3+.png{{{2}}}

Creeping Edge will Shield incoming attacks while moving the character forward. However, characters are still vulnerable to throws, and the Shield does not go through the entire duration. It is a useful tool to get through standard projectiles while still advancing forward, or as a corner escape tool.


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Kaguya
Tsurugi
Kuon
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Eltnum
Akatsuki