Under Night In-Birth/UNIEL/Byakuya: Difference between revisions
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'''A-starters:''' | '''A-starters:''' | ||
2A (5B) 2B 5C (2C) 236B~4AAA 2C 236A~4AAA 2C > 236A~4AAA OR 236A~6A6A 236C/41236D | |||
* Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A. Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage. | |||
* End with rekkas instead of 4AAA if you want to go into IW or EX for more damage. | |||
2A (5B) 2B 5C (2C) 236B~4AAA 2C 236A~6A6A 623C < web setup | |||
* Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential. 623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look. This should generally be your default route if you have the meter to spare. | |||
2A>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A | 2A>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A | ||
* | * Easier 2A starter combo for bad proration starters. 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. | * If you delay 214B, you can switch the position. | ||
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At center, set up TK214BBA>214A | At center, set up TK214BBA>214A | ||
At corner, set up 214A>TK214C | |||
At corner, | * Basic setups that put multiple webs out and give you plenty of time afterwards to act freeform. | ||
At center: Jump back j.214CAA 214AAD | |||
* Sets two webs in front of opponent and one behind. Webs will not trigger immediately on the opponent's wakeup but will trigger if he moves at all. Ground and air web in front of opponent make it difficult for him to mash as he can potentially be snared by both webs if he fails to hit both of them in one attack. Moreover, if you block his attack, you can green shield him backwards into the web behind for a free combo. | |||
In corner: 214AAD TK j.214BBB (whiff) falling j.B | |||
* Three-web setup that leads into a safejump setup. Do j.214BBB whiff as the opponent falls out of the 623C web, requires a bit of timing vs. faster DPs. | |||
* If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup. | |||
* Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons). In this case you still have enough time to do a regular meaty. | |||
In corner: 214BB TK j.214BBD | |||
* | * Three-web setup that puts you into corner with one meaty web and webs above and behind opponent, cutting multiple wakeup options. You are DP-safe and mashing will lose to webs (either meaty ground web if not a low or otherwise green shield into web behind). They will be forced into blocking the web above if they jump leading to free air-unblockable. | ||
* | * Note that opponent can throw you to clear the webs (even if you tech the throw). Either just tech the throw for the free frame advantage or call it out with a meaty. | ||
=Colors= | =Colors= |
Revision as of 10:23, 19 August 2014
Introduction
fluff
Story
lol anime story
Unique Trait/Health
Certain of Byakuya's moves set webs onscreen, similar to Testament's traps. Webs will steal one block of GRD from the opponent if they hit, or half a block if they are destroyed by an attack. Additionally, webs will snare opponents on hit for a relatively long time, allowing for easy followup combos.
Health: 9500
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 (5B) 2B 5C (2C) 236B~4AAA 2C 236A~4AAA 2C > 236A~4AAA OR 236A~6A6A 236C/41236D
- Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A. Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage.
- End with rekkas instead of 4AAA if you want to go into IW or EX for more damage.
2A (5B) 2B 5C (2C) 236B~4AAA 2C 236A~6A6A 623C < web setup
- Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential. 623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look. This should generally be your default route if you have the meter to spare.
2A>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
- Easier 2A starter combo for bad proration starters. 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
- Basic setups that put multiple webs out and give you plenty of time afterwards to act freeform.
At center: Jump back j.214CAA 214AAD
- Sets two webs in front of opponent and one behind. Webs will not trigger immediately on the opponent's wakeup but will trigger if he moves at all. Ground and air web in front of opponent make it difficult for him to mash as he can potentially be snared by both webs if he fails to hit both of them in one attack. Moreover, if you block his attack, you can green shield him backwards into the web behind for a free combo.
In corner: 214AAD TK j.214BBB (whiff) falling j.B
- Three-web setup that leads into a safejump setup. Do j.214BBB whiff as the opponent falls out of the 623C web, requires a bit of timing vs. faster DPs.
- If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup.
- Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons). In this case you still have enough time to do a regular meaty.
In corner: 214BB TK j.214BBD
- Three-web setup that puts you into corner with one meaty web and webs above and behind opponent, cutting multiple wakeup options. You are DP-safe and mashing will lose to webs (either meaty ground web if not a low or otherwise green shield into web behind). They will be forced into blocking the web above if they jump leading to free air-unblockable.
- Note that opponent can throw you to clear the webs (even if you tech the throw). Either just tech the throw for the free frame advantage or call it out with a meaty.
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 |