Under Night In-Birth/UNICLR/Enkidu/Combos: Difference between revisions

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===A Starters===
===A Starters===
====Midscreen====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
Line 100: Line 102:
   | notes        = *Optimal A starter BNB for damage and corner carry
   | notes        = *Optimal A starter BNB for damage and corner carry
  }}
  }}
{{ComboData-UNI
  | combo        = 2AAAA 5B 5C 3C {6C} 22B 2B 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Will work with any starter
}}
{{ComboData-UNI
  | combo        = Anti-air 5A(2) j.ABC 5B 6C 22B 2B 2C 4[C] 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Easy good dmg 5A anti air
}}
}}
====Corner====
{{ComboTable-UNI
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5B 5C 3C dl 623B 2B 236[B] 5B tk.236B 2B 236XAA
   | combo        = 5A 5B 5C 3C dl 623B 2B 236[B] 5B tk.236B 2B 236XAA
Line 109: Line 137:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Standard upkick BNB
   | notes        = *Standard upkick BNB
*5a confirms usually only have 1 upkick towards the corner.
~This also works with 2 2A’s.~
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 120: Line 150:
   | notes        = *Double upkick with A starter
   | notes        = *Double upkick with A starter
  }}
  }}
}}
====Corner Sideswap====
{{ComboTable-UNI
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5B 5C 3C 6{C} 66B FF j.236A 2B 2C 4[C] 236XAA
   | combo        = 5A 5B 5C 3C 6{C} 66B FF j.236A 2B 2C 4[C] 236XAA
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*Cost 1 grid block
*Cost 1 grid block
*Easier and more damaging than 22[B] sideswap routes
*Easier and more damaging than 22[B] sideswap routes
}}
{{ComboData-UNI
  | combo        = 5A 5B 5C 3C 6{C} 66B 5A(1) j.ACC 6(walk forward a bit) VO 44
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *Side-switch near corner VO-strip. 44 (backdash) to keep corner oki after
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 140: Line 186:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *New CLR side-swap route utilizing 22[B]
   | notes        = *New CLR sideswap utilizing 22[B]
*When too far away to hop over with 66B
}}
{{ComboData-UNI
  | combo        = 5A 5B 5C 3C 6[C] 22[B] dash under 2B j.BCC VO
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *VO-strip from 22[B] sideswap when near corner
  }}
  }}
}}
}}


===B Starters===
===B Starters===
====Midscreen====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C 6[C] 2C 2B dl j.ABC 66B j.236B 2C 4C 236XAA
   | combo        = 5B 5C 3C 6[C] 2C 2B dl j.ABC 66B j.236B 2C 4C 236XAA
Line 156: Line 216:
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *If using 5B first use 2B after link 2C and vice versa
   | notes        = *If using 5B first use 2B after link 2C and vice versa
*Optimal for damage and corner carry
*These 2C links are hard, If they are too hard then do the same combo as the A starter it should do good damage.
}}
{{ComboData-UNI
  | combo        = 5B/2B 5C 3C 6[C] (hard part) link 2C 2B/5B J.ABC 66B j.236B 2C dl 5CC-dl-C (dl.236C)
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *
}}
{{ComboData-UNI
  | combo        = 5B 2B 5C 3C 6[C] 2B jump till apex j.ABC 66B j.236B 2C dl.5CC-dl-C (dl.236C)
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *
  }}
  }}
}}
====Corner====
{{ComboTable-UNI
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C 6[C] 66B 2B j.ABC j.236A 2B 2C 4[C] 236XAA
   | combo        = 5B/2B 5C 3C 623B 623A 2B/5B 236[B] 5B j.236A 2C dl.5CC-dl-C (dl.236C)
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 166: Line 252:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Optimal B starter side-swap for damage
   | notes        = *If you start with 5B then pickup after upkicks with 2B and vice versa to avoid SMP
*Must be up close for it to work or the 66B will not cross up
*If you don’t have meter end in 2CCC
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C 6[C] dl.22[B] run under 5A j.ABC j.236B 2B 2C 4[C] 236XAA
   | combo        = 5B 2B 5C 3C 623B 623A 2B/5B 236[B] 5B j.236A 2B 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *If using 3 normals before 3C then do double upkicks into 2B ender instead as it’s too prorated otherwise
}}
}}
 
====Corner Sideswap====
{{ComboTable-UNI
|data=
{{#var:starter1}}
{{ComboData-UNI
  | combo        = 5B 5C 3C 6[C] 66B dl a bit 5A(2) 623B 5B 236[B] 5B 236XAA
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 176: Line 278:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *CLR side-swap utilizing 22[B]
   | notes        = *66B side swap close to corner
*Works at all ranges
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C dl j.BC 66B 623B 2B 236[B] 5B 6C 236XAA
   | combo        = 5B 5C 3C 6[C] 66B dl 5A(2) 623B 2B j.BCC VO dash out then dash back in.
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 187: Line 288:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Near corner combo that leads into upkicks
   | notes        = *66B side swap corner VO strip
*Delay both the j.B and j.C to pick up with 66B
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C 623B 623A 2B 236[B] 5B TK.236B 2B 236XAA
   | combo        = 5B 5C 3C 6[C] 22[B] 5A j.ABC j.236B 2B dl.2C 4[C] 236XAA
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 199: Line 299:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *B starter double upkicks BNB
   | notes        = *22[B] side swap corner if far away from corner
*Can replace the 5B after 236[B] with 66B on CH (not recommended but optimal)
*You should also use this mid-screen
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B 5C 3C 6[C] 66B dl a bit 5A(2) 623B 5B 236[B] 5B 236XAA
   | combo        = 5B 5C 3C 6[C] 22[B] 2B j.BCC VO dash out then dash back in.
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 210: Line 310:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *66B side swap close to corner.
   | notes        = *22[B] side swap corner VO strip
  }}
  }}
}}
}}
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   | notes        = *CH confirm off of 5C~C frame trap
   | notes        = *CH confirm off of 5C~C frame trap
  }}  
  }}  
}}
===2C Starters===
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = 2CCC 2B dl 3C 6[C] 2B J.BCC 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-UNI
  | combo        = 2[C] BLOCKED-C{HIT CH]-C 2B 2[C] 5C 3C 6[C] 2B j.ABC 5B 2C 4[C] 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *CH confirm of 2[C]-C frame trap.
}}
{{ComboData-UNI
  | combo        = 2CCC 2A 5C 623B 2B 236[B] 5B 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner and side swap confirm.
}}
{{ComboData-UNI
  | combo        = 2[C] BLOCKED -C(CH)-C 2B 5C 623B 623A 5B 236[B] 5B 236XAA
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = CH confirm of 2[C]-C frame trap.
}}
}}
}}



Revision as of 03:14, 12 May 2021

Profile-Enkidu.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

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Beginners BnB to teach x.
  • Beginners BnB to teach x.
  • Beginners BnB to teach x.

Theory

Combo theory

  • ground normals > X > air normals > ender

FAQ

How do I do x?

Delay x buttton

Enders

Combo Cost Location
  • Ender for good midscreen oki
  • Ender for good corner oki
  • Meter dump ender
  • CVO ender

Combos

A Starters

Midscreen

Combo Damage Cost Meter Gain Location
  • Optimal A starter BNB for damage and corner carry
  • Will work with any starter
  • Easy good dmg 5A anti air

Corner

Combo Damage Cost Meter Gain Location
  • Standard upkick BNB
  • 5a confirms usually only have 1 upkick towards the corner.

~This also works with 2 2A’s.~

  • Double upkick with A starter

Corner Sideswap

Combo Damage Cost Meter Gain Location
  • ST side-swap route
  • Cost 1 grid block
  • Easier and more damaging than 22[B] sideswap routes
  • Side-switch near corner VO-strip. 44 (backdash) to keep corner oki after
  • New CLR sideswap utilizing 22[B]
  • When too far away to hop over with 66B
  • VO-strip from 22[B] sideswap when near corner

B Starters

Midscreen

Combo Damage Cost Meter Gain Location
  • If using 5B first use 2B after link 2C and vice versa
  • These 2C links are hard, If they are too hard then do the same combo as the A starter it should do good damage.

Corner

Combo Damage Cost Meter Gain Location
  • If you start with 5B then pickup after upkicks with 2B and vice versa to avoid SMP
  • If you don’t have meter end in 2CCC
  • If using 3 normals before 3C then do double upkicks into 2B ender instead as it’s too prorated otherwise

Corner Sideswap

Combo Damage Cost Meter Gain Location
  • 66B side swap close to corner
  • 66B side swap corner VO strip
  • 22[B] side swap corner if far away from corner
  • You should also use this mid-screen
  • 22[B] side swap corner VO strip

5C Starters

Combo Damage Cost Meter Gain Location
  • Same as B starter midscreen combo
  • (2C) at the start is optional and still allows 2CCC ender
  • 5[C] midscreen route
  • 2B pickup off of 5CC
  • Delaying the 5C and 3C will help connect the air string more consistently
  • Same as B starter corner combo
  • 5[C] Corner route
  • CH 5[C] corner route
  • 5CC starter with double upkicks
  • CH confirm off of 5C~C frame trap

2C Starters

Combo Damage Cost Meter Gain Location
  • CH confirm of 2[C]-C frame trap.
  • Corner and side swap confirm.

CH confirm of 2[C]-C frame trap.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

External Links

Enkidu Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-05-12 by Defiant.

41% complete
Page Completed To-do Score

Overview

  • Frame data added and checked.
  • New moves have been listed.
  • Pros/cons updated.
  • Added detailed descriptions of moves.
  • Fill out combo and strategy page.
  • Add rebeat/gap data.
40/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Start adding combos
1/25
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
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika