Under Night In-Birth/UNICLR/Orie/Combos: Difference between revisions
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===FAQ=== | ===FAQ=== | ||
=====How do I do | =====How do I connect 5A/2A after 623A?===== | ||
Height will be the determining factor a lot of the time when deciding. You usually want to use 5A when 623A hits higher and you can purposefully create that height as well. For example, by slightly delaying 623A after 4C. The delay allows more height after the 623A for 5A pick up, otherwise you would 2A. Some combos can only be followed up with 2A or 5A, not both, for example 4C J. B J. C J. 214A 623A only allows 5A pickup because they will always tech before they get low enough for 2A to connect. On the other end, a corner combo like 5C 4C J. 214B 2C 3C 2B 236[B] 623A 2A 3B 214B 2C ender only allows 2A pickup after 623A because of proration, there is no time to land a 5A and even if you did, it would probably cause things to drop later on in the combo. So generally, use 5A in the cases where you have to and when you have the leeway off good starters and go for 2A when you have to and when proration will be an issue in order to stay on the safe side and prevent the combo to drop later on. | |||
=====How do I figure out the timing for 2C after 214B?===== | |||
Since it is a link, you have to learn how to time it and not mash it out. A seemingly helpful visual reference to look for is Orie lowering her hand when she uses 214B. | |||
=====Why does 2C 22X not work sometimes when I use it at the end of a combo?===== | |||
Thanatos has a cooldown before she can appear again. You are likely trying to do 2C 22X too fast after 214B, so try delaying the 22X input a bit. | |||
==Enders== | ==Enders== | ||
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==External Links== | ==External Links== | ||
[https://docs.google.com/document/d/1ekPQfe4w2KAJHd2NjFu2P1puCBHTt0VGMcmE_waddeE/edit# Orie CLR Combos doc] compiled by [https://twitter.com/FrozenCore94 FrozenCore], additional credit to [https://twitter.com/OffbeatRhyme Psykotik], [https://twitter.com/Suna_19 Suna], [https://twitter.com/Exzelsios Exzelsios], GomenNasai, [https://twitter.com/Geinonen1 Geinonen], [https://twitter.com/Pfhorpls Pfhor] and [https://twitter.com/SHABAMsicle SHABAMsicle] | *[https://docs.google.com/document/d/1ekPQfe4w2KAJHd2NjFu2P1puCBHTt0VGMcmE_waddeE/edit# Orie CLR Combos doc] compiled by [https://twitter.com/FrozenCore94 FrozenCore], additional credit to [https://twitter.com/OffbeatRhyme Psykotik], [https://twitter.com/Suna_19 Suna], [https://twitter.com/Exzelsios Exzelsios], GomenNasai, [https://twitter.com/Geinonen1 Geinonen], [https://twitter.com/Pfhorpls Pfhor] and [https://twitter.com/SHABAMsicle SHABAMsicle] | ||
*[https://docs.google.com/document/d/1h4hSX305vMDX3yZO9Rt-0l2yIjNO5iyVP-cNV0LlDmU/edit Frozen's Core Guide to Orie] by [https://twitter.com/FrozenCore94 FrozenCore] | |||
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Revision as of 03:12, 8 November 2022
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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. |
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
Combo theory
- ground normals > X > air normals > ender
FAQ
How do I connect 5A/2A after 623A?
Height will be the determining factor a lot of the time when deciding. You usually want to use 5A when 623A hits higher and you can purposefully create that height as well. For example, by slightly delaying 623A after 4C. The delay allows more height after the 623A for 5A pick up, otherwise you would 2A. Some combos can only be followed up with 2A or 5A, not both, for example 4C J. B J. C J. 214A 623A only allows 5A pickup because they will always tech before they get low enough for 2A to connect. On the other end, a corner combo like 5C 4C J. 214B 2C 3C 2B 236[B] 623A 2A 3B 214B 2C ender only allows 2A pickup after 623A because of proration, there is no time to land a 5A and even if you did, it would probably cause things to drop later on in the combo. So generally, use 5A in the cases where you have to and when you have the leeway off good starters and go for 2A when you have to and when proration will be an issue in order to stay on the safe side and prevent the combo to drop later on.
How do I figure out the timing for 2C after 214B?
Since it is a link, you have to learn how to time it and not mash it out. A seemingly helpful visual reference to look for is Orie lowering her hand when she uses 214B.
Why does 2C 22X not work sometimes when I use it at the end of a combo?
Thanatos has a cooldown before she can appear again. You are likely trying to do 2C 22X too fast after 214B, so try delaying the 22X input a bit.
Enders
Combo | Cost | Location |
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2C | Midscreen | |
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6C | Corner | |
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236C | 100 EXS | Anywhere |
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5C CVO IW | 200 EXS, Vorpal | Anywhere |
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Combos
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A Ender | Anywhere | |||
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2A Ender | Anywhere | |||
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Assault Starters
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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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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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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Videos
External Links
- Orie CLR Combos doc compiled by FrozenCore, additional credit to Psykotik, Suna, Exzelsios, GomenNasai, Geinonen, Pfhor and SHABAMsicle
- Frozen's Core Guide to Orie by FrozenCore
Orie Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2022-11-08 by Justplay.
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