Under Night In-Birth/UNI2/Kuon/Combos: Difference between revisions
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| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = *Hard knockdown that provides good oki | ||
*Hard knockdown that provides good oki | |||
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{{ComboData-UNI | {{ComboData-UNI |
Revision as of 06:25, 28 February 2024
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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2AA > 5C > 3C > 22A, 66B(1) > 214B, j.B > j.C > j.6C, land 623B, 6B > 3C > 236AA | 2905 | 75.5 | Midscreen | |
Generic combo for any starter. Damage listed for off 2AA. | ||||
2AA > 5C > 3C > 22A, 66B(1) > 214B, 22B, 2C > [2]8A, 5B > 6BB > 4C > 3C > 236AA | 3063 | 86.1 | Corner | |
Generic combo for any starter. Damage listed for off 2AA. |
Theory
Combo theory
- ground normals > X > air normals > ender
FAQ
TF does this character do?
What he do
Enders
Combo enders
Combo | Cost | Location |
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3C > 236AA | Anywhere | |
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3C > A+B | Anywhere | |
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3C > [2]B+C | Anywhere | |
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3c > 236AA > dl.214C | Anywhere | |
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3C > 236AA > 214C > 66C > 214A set | Anywhere | |
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Combo List
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A > 5C > 3C > 22A, 66B(1) > 214B, j.B > j.C > j.6C, 623B, 2C > 4C > 3C > Ender | 3106 | Anywhere | ||
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B Starters
Combo | Damage | Cost | Meter Gain | Location |
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5B > 2C > 5[C] > 214B, 22Bm, md > j.B > j.C > j.6C > 623B, (6B) 2C > 4C > 6C > Ender | 3227 | 80.51 | Anywhere | |
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C Starters
Combo | Damage | Cost | Meter Gain | Location |
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5C > X > Ender | Anywhere | |||
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D > J.C > X > Ender | Anywhere | |||
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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Counter Hit 2C > X > Ender | Anywhere | |||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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236A > X > Ender | Anywhere | |||
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