Under Night In-Birth/UNI2/Offense: Difference between revisions
< Under Night In-Birth | UNI2
Jump to navigation
Jump to search
(Created page with " ==Normals== ==Throws== ==Special Moves== ===EX Special Moves=== ==Infinite Worth== ==EXS Infinite Worth== {{Navbox-UNI|UNI2}} Category:Under Night In-Birth") |
No edit summary |
||
Line 1: | Line 1: | ||
==Normals== | ==Normals== | ||
Press {{Prompt|GBVS|L}}/{{Prompt|GBVS|M}}/{{Prompt|GBVS|H}} to perform normal moves. Depending on the current state of your character (standing, crouching, jumping), your character will perform different attacks. As a general rule, {{Prompt|GBVS|L}}/{{Prompt|GBVS|M}} attacks are weak and fast, while {{Prompt|GBVS|H}} attacks are strong and slow. | |||
=== Gatling Combination === | |||
Most normals can cancel into other normals. | |||
=== Command Normals === | |||
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals. | |||
==Throws== | ==Throws== | ||
Throws are proximity based attacks which the opponent cannot [[#Guard|guard]] against. In order to throw an opponent, a few conditions must be met: | |||
* The players must be in a similar grounded or airborne state. | |||
** To throw a grounded opponent, the attacker must also be grounded. | |||
** To throw an airborne opponent, the attacker must also be airborne. | |||
** Exceptions do apply, for example {{MMC|game=BBCF|chara=Naoto Kurogane|input=214A 8A|label=Naoto's Phantom Pain}} which hits standing and airborne '''but''' not crouching. | |||
* The defender must not have throw invulnerability. | |||
** The defender ''can'' be thrown in hitstun or blockstun unlike in most other fighting game, but it will result in a [[#Throw_Reject|Purple throw]]. | |||
* The defender must be within the throw's range (see below). | |||
If all of the conditions are met, then the attacker can hit the opponent with a throw. | |||
==Special Moves== | ==Special Moves== | ||
:Special moves require a more elaborate input and have unique effects and properties. There are two main categories of special move inputs: | |||
*Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button. | |||
*Charge-type inputs: Requires the player to hold a certain direction for an set amount of time frames, then input the opposite direction plus a specific attack button. | |||
===EX Special Moves=== | ===EX Special Moves=== | ||
==Infinite Worth== | ==Infinite Worth== | ||
==EXS Infinite Worth== | ==EXS Infinite Worth== | ||
Revision as of 19:38, 24 January 2024
Normals
Press Template:Prompt/Template:Prompt/Template:Prompt to perform normal moves. Depending on the current state of your character (standing, crouching, jumping), your character will perform different attacks. As a general rule, Template:Prompt/Template:Prompt attacks are weak and fast, while Template:Prompt attacks are strong and slow.
Gatling Combination
Most normals can cancel into other normals.
Command Normals
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals.
Throws
Throws are proximity based attacks which the opponent cannot guard against. In order to throw an opponent, a few conditions must be met:
- The players must be in a similar grounded or airborne state.
- To throw a grounded opponent, the attacker must also be grounded.
- To throw an airborne opponent, the attacker must also be airborne.
- Exceptions do apply, for example Template:MMC which hits standing and airborne but not crouching.
- The defender must not have throw invulnerability.
- The defender can be thrown in hitstun or blockstun unlike in most other fighting game, but it will result in a Purple throw.
- The defender must be within the throw's range (see below).
If all of the conditions are met, then the attacker can hit the opponent with a throw.
Special Moves
- Special moves require a more elaborate input and have unique effects and properties. There are two main categories of special move inputs:
- Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
- Charge-type inputs: Requires the player to hold a certain direction for an set amount of time frames, then input the opposite direction plus a specific attack button.