Under Night In-Birth/UNICLR/Enkidu/Combos: Difference between revisions
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{{ComboData-UNI | {{ComboData-UNI | ||
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| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
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{{ComboData-UNI | {{ComboData-UNI |
Revision as of 03:42, 12 May 2021
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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
- This section is still being updated for CLR, most of the combos below are outdated.
- In the meantime, check out Mo.Sin's combo doc(https://docs.google.com/document/d/1X5wu3eHr7582Rt0Az7ApfDHovisUDyler1yPvo87nRc/edit?usp=sharing), which will eventually be added to this wiki's combo section.
Starter Combos
Combos to start off with
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 3C 6[C] 2B dl.j.ABC 5B 6C 236XAA | Anywhere | |||
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5A 5B 5C 3C dl j.ABC j.236X 2B 2C 4[C] 236XAA | Anywhere | |||
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5A 5B 5C 3C 623B 2B 236[B] 5B 6C 236XAA | Corner | |||
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Combo Theory
- Any combo with 5A can be done with 2A.
- End in 236C to dump meter at the end of your combos or 623C to kill
- After 236C ender in the corner use j.8C to meaty, j.A j.A to safe-jump or backdash as an all around safe option
- To get oki mid-screen meterlessly end in 236X-6A rather than 236XAA
- To avoid SMP (same move proration) avoid reusing 236A in a combo.
- For example, if using 236AXX first then end with 236BXX
- Damage is calculated with non-vorpal damage only (look at the smaller number)
- If ending with 2C in the corner you can always go into 2CCC if you don’t have meter into 236C
FAQ
- For combos with J.ABC, press J.A when you are at the apex of your jump
- For combos with 66B, buffer 66 before you land to ensure 66B lands
- For 1 upkick (623X) corner routes delay the upkick to get 2B out easier
- For combos involving a 2C link after 6[C] / divekick, these are tough 1 frame links. Getting used to the *timing with practice is the only advice I can give.
- For enders with 2C 5CCC (236C), appropriate delay should be used during 5CCC to land the 236C at the end
- The way I time the ender is as follows to land all hits: 2C small delay 5CC-delay-C small delay 236C
Enders
Combo | Cost | Location |
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236XA | Midscreen | |
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236XAA | Corner | |
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236XBB dl.236C | 100 EXS | Anywhere |
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236BA 22C 623B CVO dl.236BAA IW | 200 EXS, Vorpal | Midscreen |
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236XAA 236C 623A CVO 236BAA IW | 200 EXS, Vorpal | Corner |
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236XAA 236C 4C 623B CVO 236BAA IW | 200 EXS, Vorpal | Corner |
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CVO 22C IWEX | 100 EXS, Vorpal | Anywhere |
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CVO 22C 22C IWEX | 200 EXS, Vorpal | Anywhere |
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236XBB dl.236C 4C 623B CVO 22C IWEX | 200 EXS, Vorpal | Corner |
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Combos
A Starters
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 3C 6[C] 2B dl.j.ABC 66B j.236B 2B 236XAA | Anywhere | |||
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2AAAA 5B 5C 3C {6C} 22B 2B 236XAA | Anywhere | |||
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Anti-air 5A(2) j.ABC 5B 6C 22B 2B 2C 4[C] 236XAA | Anywhere | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 3C dl 623B 2B 236[B] 5B tk.236B 2B 236XAA | Corner | |||
~This also works with 2 2A’s.~ | ||||
2A/5A(1) 5C 3C 623B 623A 2B 236[B] 5B tk.236B 2B 236XAA | Corner | |||
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Corner Sideswap
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 3C 6{C} 66B FF j.236A 2B 2C 4[C] 236XAA | Corner | |||
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5A 5B 5C 3C 6{C} 66B 5A(1) j.ACC 6(walk forward a bit) VO 44 | Corner | |||
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5A 5B 5C 3C 6[C] 22[B] dash under 5B 236XAA | Corner | |||
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5A 5B 5C 3C 6[C] 22[B] dash under 2B j.BCC VO | Corner | |||
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B Starters
Midscreen
Combo | Damage | Cost | Meter Gain | Location |
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5B 5C 3C 6[C] 2C 2B dl j.ABC 66B j.236B 2C 4C 236XAA | Anywhere | |||
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5B/2B 5C 3C 6[C] (hard part) link 2C 2B/5B J.ABC 66B j.236B 2C dl 5CC-dl-C (dl.236C) | Anywhere | |||
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5B 2B 5C 3C 6[C] 2B jump till apex j.ABC 66B j.236B 2C dl.5CC-dl-C (dl.236C) | Anywhere | |||
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Corner
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 5C 3C 623B 623A 2B/5B 236[B] 5B j.236A 2C dl.5CC-dl-C (dl.236C) | Corner | |||
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5B 2B 5C 3C 623B 623A 2B/5B 236[B] 5B j.236A 2B 236XAA | Corner | |||
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Corner Sideswap
Combo | Damage | Cost | Meter Gain | Location |
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5B 5C 3C 6[C] 66B dl a bit 5A(2) 623B 5B 236[B] 5B 236XAA | Corner | |||
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5B 5C 3C 6[C] 66B dl 5A(2) 623B 2B j.BCC VO dash out then dash back in. | Corner | |||
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5B 5C 3C 6[C] 22[B] 5A j.ABC j.236B 2B dl.2C 4[C] 236XAA | Corner | |||
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5B 5C 3C 6[C] 22[B] 2B j.BCC VO dash out then dash back in. | Corner | |||
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5C Starters
Combo | Damage | Cost | Meter Gain | Location |
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5C (2C) 3C 6[C] 2C 5B dl j.ABC 66B j.236B 2B 2C 236XAA | Anywhere | |||
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5[C] 2C 3C dl j.ABC j.236A 2B 236XAA | Anywhere | |||
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5CC 2B 2[C] 5C dl.3C j.ABC j.236A 2B 2C 4[C] 236XAA | Anywhere | |||
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5C 3C 623B 623A 2B 236[B] 5B tk.236B 2B 2C 4[C] 236XAA | Corner | |||
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5[C] 623A 2B tk.236A 2B 236XAA | Corner | |||
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5[C] 623A 2B 236[B] 5B 236XAA | Corner | |||
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5CC 2B 2[C] dl.3C 623B 623A 2B 236[B] 5B 236XAA | Corner | |||
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5C BLOCKED ~C(CH) 2B 5C 623B 623A 5B 236[B] 5B tk.236B 2B 2C 4[C] 236XAA | Corner | |||
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2C Starters
Combo | Damage | Cost | Meter Gain | Location |
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2CCC 2B dl 3C 6[C] 2B J.BCC 236XAA | Midscreen
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2[C] BLOCKED-C{HIT CH]-C 2B 2[C] 5C 3C 6[C] 2B j.ABC 5B 2C 4[C] 236XAA | Midscreen | |||
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2CCC 2A 5C 623B 2B 236[B] 5B 236XAA | Corner | |||
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2[C] BLOCKED -C(CH)-C 2B 5C 623B 623A 5B 236[B] 5B 236XAA | Corner | |||
CH confirm of 2[C]-C frame trap. |
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
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-12 by Defiant.
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Strategy |
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Combos |
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