Under Night In-Birth/UNIEL/Byakuya: Difference between revisions
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya's rekka. Moves forward while hitting multiple times with spinning blades that float slightly on hit. Can go into 214X web series (by inputting 4X) or rekka followups with 6X. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|hitbox= | |hitbox= | ||
|description= | |description=B version moves forward further and floats higher on hit. Otherwise identical to A version. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya does a five-part rekka automatically. Mostly used as a combo ender for good extra damage as it will always combo from a rekka ender. | ||
}} | }} | ||
}} | }} | ||
{{UNIEL-Move | {{UNIEL-Move | ||
|name=Is chopped fine?<br>「微塵切りがいいかな?」 | |name=Is chopped fine?<br>「微塵切りがいいかな?」 | ||
|input= | |input=6X<br>After How shall I cook you? | ||
|image= | |image= | ||
|caption= | |caption= | ||
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|active=x | |active=x | ||
|recovery=x | |recovery=x | ||
|frameAdv= | |frameAdv=-8 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya jumps up slightly while continuing to spin; best version for combos as B version often floats opponent too high to follow up with the last hit. Press 4X to cancel into j.214X series. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|active=x | |active=x | ||
|recovery=x | |recovery=x | ||
|frameAdv= | |frameAdv=-7 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya jumps up higher than A version, letting you put a web higher up. Slightly safer on block (-7) but otherwise identical. | ||
}} | }} | ||
}} | }} | ||
{{UNIEL-Move | {{UNIEL-Move | ||
|name=Or Maybe shredded to pieces?<br>「それとも八つ裂き?」 | |name=Or Maybe shredded to pieces?<br>「それとも八つ裂き?」 | ||
|input= | |input=6X<br>Is chopped fine? | ||
|image= | |image= | ||
|caption= | |caption= | ||
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|active=x | |active=x | ||
|recovery=x | |recovery=x | ||
|frameAdv= | |frameAdv=-21 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Final rekka that knocks down. Has a massive hitbox so it will combo even if the opponent is really high up. Can delay the followup quite a bit after the second rekka for frametraps, but make sure you have Chain Shift or meter available to cancel out because this move is super unsafe on block. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Pretty much identical to A version. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya floats upward and sets a web. Very advantageous on block but has very slow startup and long recovery so opponent can easily mash out on reaction if you are too predictable with the set. The web trap has the following properties: | ||
- If the opponent is hit by the web, it will stun him for a long time and steal one block of GRD. Subsequent web hits will drain GRD but will only have normal hitstun, without the extra duration snaring animation. | |||
- The web can be destroyed by B and C level moves but doing so will steal half a block of GRD. It will put the opponent in blockstun if blocked but will not drain GRD. | |||
- Byakuya can set three webs total: grounded 214X, air 214X, and ground web from 623X or 214X~X~D followup. | |||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya sets the web slightly further and higher. Also has slightly more startup than A version. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
|version= | |version=C | ||
|damage=x | |damage=x | ||
|cancel=x | |cancel=x | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Sets the web far and high. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{UNIEL-Data | {{UNIEL-Data | ||
|version=A | |version=A/B/C | ||
|damage=x | |damage=x | ||
|cancel=x | |cancel=x | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Command airdash. Distance traveled is determined by the web you set initially, the button pressed for the dash itself doesn't matter. | ||
}} | }} | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|description= | |description=Byakuya does an attack with the same animation as his j.C. Usually advantageous on ground block depending on height and knocks down on hit allowing OTG pickup. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|hitbox= | |hitbox= | ||
|description= | |description=Byakuya cancels his air momentum and floats upward while stabbing straight downwards, slamming the opponent down on hit. Hits overhead and has a good hitbox. Can be canceled into any air normal to eliminate the long landing recovery or to make it safer, but beware of opponents shielding this on reaction to prevent the cancel. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|hitbox= | |hitbox= | ||
|description= | |description=Spikes stick out in every direction. Wallbounces opponent on hit and has a very good crossup hitbox. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|hitbox= | |hitbox= | ||
|description= | |description=Byakuya bounces up again while setting a web beneath him. Moves Byakuya really far forward and is good for certain pressure setups but beware of doing this anywhere where the web isn't guaranteed to make them block as the recovery on this move is REALLY long and easily punishable. | ||
}} | }} | ||
}} | }} | ||
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|cancel=x | |cancel=x | ||
|guard=x | |guard=x | ||
|startup= | |startup=33 | ||
|active=x | |active=x | ||
|recovery=x | |recovery=x | ||
|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya teleports forward and sets a web on the ground. This is actually a command throw, albeit a super obvious one with tons of startup; if the opponent is standing where the web would appear, Byakuya will automatically snare them in a web. Otherwise, he will simply set a ground web behind him. Note that despite the "disappearing" animation, Byakuya has NO invul during this move so you can be mashed out. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Byakuya goes a bit further. Otherwise identical to A version. | ||
}} | }} | ||
{{UNIEL-Data | {{UNIEL-Data | ||
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|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Has considerably faster startup and catches the opponent in a long-duration web similar to Carmine's crystal. Still doesn't have invul unfortunately. | ||
}} | }} | ||
}} | }} |
Revision as of 13:59, 10 August 2014
Introduction
fluff
Story
lol anime story
Unique Trait/Health
unique trait stuff
Health: unknown
Gameplay
stuff
Move List
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C |
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Command Normals
3C |
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3[C] |
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j.2C |
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j.[2]C |
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Dashing Normals
66B |
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66C |
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Universal Mechanics
Force Function B+C |
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Force Function (charged) [B+C] |
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Throw A+D |
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Special Moves
How shall I cook you? 「どう料理しよう?」 236X |
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Is chopped fine? 「微塵切りがいいかな?」 6X After How shall I cook you? |
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Or Maybe shredded to pieces? 「それとも八つ裂き?」 6X Is chopped fine? |
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Should I leave it around here? 「この辺に仕掛けておこうかな?」 214X |
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It's useless to run 「逃げてもムダさ」 X After Should I leave it around here? |
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See, I caught you 「ほーら、 捕まえた」 X After It's useless to run |
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Isn't it good for eating now? 「そろそろ食べ頃かな?」 623X |
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Infinite Words
Become a part of me 「僕の一部になりなよ」 41236D |
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Infinite Words EXS
Endless Nightmare 「終わらない悪夢」 A+B+C+D |
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Combos
A-starters:
2A>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- Basic 2A starter. 4AAA part has to be really fast, and 2C pick up must be timed because you already used 2C once, so you have to wait until it's usable again.
- If you delay 214B, you can switch the position.
- At corner, you can use 236C at the end for a bit more damage. At mid-screen, it may whiff.
- You can end it with 236A4AAA as well. (same with combos below). Some claim it's better for oki set up, but I personally like this easier input.
5A/2A>2B>5B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- 5A/2A starter for quick punish. If you can start from 5A, you can use 5B as well.
5A/2A>2B>5B>2C>5C>214BCC>214CAA>2C>236A6A6A
- Basic carry from a quick 5A punish. You can start it from 2B or 2C if you want.
5A>5B>5C>236B4ABB>JA(whiff)>2C>236B4AAA>2C>236A6A6A
- A variant of B follow up combo.
- Switches side at the B follow up.
2A>2B>2C>236A4AAD>2C>236B4AAA>2C>236A6A6A>oki
- Oki set up at corner.
- 214AAD sets up a trap below your opponent, so you can go for oki on wake up. Be careful with their DP/ throw mash, tho.
5A/2A>5B>2B>2C>5C>214BBB>JA(whiff)>2C>236B4AAA>2C>236A6A6A
- If you are in corner, and when you could mash out of their blockstring, use this to reverse the side.
- Now your opponent is in the corner instead.
B starters:
2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- Same as the one above. Pretty useful.
2B>5B>2C>5C>214BCC>214CAA>2C>236A6A6A
- Same as one above. Good carry, so why not?
2B>2C>236A4A>land>66C>214CAA>2C>236B4AAA>2C>236A6A6A
- Cool looking carry it carries quite a bit, so use this if you are far enough from corner you are facing.
- If you do 236A4AA>land 2C instead of 236A4A>land>66C, then you can switch side.
2B>5B>2C>5C>214BBB>JA(whiff)>66B>236A4ABB>JA(whiff)>66B>236A6A6A
- Combo from official Byakuya introduction video.
- Switches side twice for swag (not really good, if you are looking for carry, unfortunately).
2B>2C>236A4AAD>2C>236B4AAA>2C>236A6A6A>oki
- If you want oki set up.
C starters:
- Just use the same sequence as ones above and start from 2C>5C
- In the case of 5C hit without 2C being available, go straight into 236B into rest of the regular sequence.
3C(anti-air/ hits low on ground)>J2C>JC>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- Basic 3C anti-air combo.
3[C](overhead)>214CAA>2C>236B4AAA>2C>236A6A6A
- From an overhead. Yay, mix up with one above!
Dash attack starters:
66B>236B4ACC>214CAA>2C>236A6A6A
- Basic pick up from 66B. You can actually just use 66B>236B even when blocked, but, in that case, use 236BBB>JB(>JA) to keep the pressure going.
66C>214BCC>214CAA>2C>236A6A6A
- Basic pick up from 66C.
- You can cancel on any hits of 66C, so make sure you cancel the last hit.
- It can carry quite a bit too.
Force Function starters:
FF(overhead)>CS>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- You can only follow up FF by using CS. 2C and beyond is the regular sequence used above.
- You can even use the 214BCC>214CAA>2C>236A6A6A instead for carry, if you are stuck in corner.
Aerial starters:
6D>JC>5A>5B>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- From Assault JC. JC itself is slow, so not really reliable overhead, but it's there.
- The combo piece is same as the basic one, really.
J2[C]>land>5C>214ACC>214CAA>2C>236A6A6A
- Basic pick up from low air J2[C] hits.
J2[C]>land>5C>J2C>JC>C>214AAD>2C>236B4AAA>2C>236A4AAA>oki
- 214AAD sets up a trap below your opponent, so you can go for oki on wake up.
- Be careful with their DP/ throw mash, tho.
J2[C]>land>5C>J2C>JC>5C>214BCC>2C>66C>214CAA>2C>236B6BB>236C
- Can carry from end of the screen to the other. Use this if you got meter.
J2[C]>land>5C>JB>JC>J214BAA>2C>236B4AAA>2C>236A6A6A
- Works only in corner, but does high damage (3.4k with Vorpal)
214 trap starters:
Trap hits>dash, if far from opponent>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
Trap hits>dash, if far from opponent>2C>5C>214BCC>214CAA>2C>236A6A6A
- Just use the regular pick ups.
Trap hits>66C>214BCC>214CAA>2C>236A6A6A
- In case too far to dash in.
623 command throw starter:
Use the same sequence as with the 214 trap starter for the most part, but command throw got quite some hitstun proration, so you need to cut the combo short.
623A/B>dash>2C>5C>214BAA>2C>236B4AAA
- You can't connect another 236s in there, unfortunately.
- You should might as well cancel the last hit with 623C and go for oki set up.
Web trap placement follow up attack starter:
Follow up A attack>dash>2C>5C>J2CJC>C>214BAA>2C>236B4AAA>2C>236A6A6A
- Usual follow up.
Follow up B attack>J2[C]>land>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- Works only in corner but does quite some damage (3.5k with Vorpal)
Oki set ups with web traps:
At center, set up TK214BBA>214A
At corner, set up 214A>TK214C
- Use these after 623C or IW ender.
- When the trap hits, do to the follow ups above.
Colors
Midnight Spider | Hell Smoke | Ende Regen | Drought Earth | Rotten Pomegranate |
---|---|---|---|---|
Falsehood Night | Maple October | Dirty Wisteria | Bamboo Spear | Withered Lilac |
Blue Ripple | Another Galaxy | Knight of Mercury | Mud Crater | Bottom of Abyss |
Desert Sun | Flash White | Fullmoon Light | Cunning Tiger | Valley Magnolia |