Under Night In-Birth/UNI2/Phonon
![]() |
Under Construction
|
Story
Drunk on visions of comic book superheroics after acquiring a powerful EXS, Phonon frolicked along in the Night.
Her high spirits gave her the momentum she needed to defeat the evil boss--in turn boosting her confidence and pushing her even further.
That's when the foul Re-Birth appeared, plotting his Immortalize--his plan to bring the world to an end by flooding it with Voids.
But Phonon greeted the catastrophe with a smile: ""Now THAT'S what I'm talking about!""
Ignoring her orders from the EFG, Phonon throws herself into the Night.
"I never played well with others anyway!"
“ |
Let's go crazy on this final stage, okay, partner? |
” |
Gameplay
Phonon boasts some of the best long-range normals in the entire game. She can easily dominate the entire screen, pushing and pulling foes to get them exactly where she wants them. Played well, Phonon's pressure game is extremely oppressive, with no clear way out; and any mistake can be punished harshly with her high-damage combo game. On the flipside, she's not great at dealing with pressure herself, lacking fast normals or meterless reversals to get out of a jam.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | 5A > 5B > 2C > 236B > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
950 | -860 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
6 | 2200 | 150 | 3300 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 32 | -42642 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 13 | 20 | -3 | - |
A quick swipe with the whip.
- Hits above and in front of Phonon.
- Great stagger window, good for tick-throws up close.
- Best button to use for rebeats.
- Good option to mash out of pressure, as it has quite good range for a 6F normal.
- Allows Smart Steer, which can be used to reuse 5B, 5BB or 5C in pressure.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Mid | N, SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 18 | 30 | -5 | - |
An advancing whip swing.
- Can be cancelled into 5BB on whiff or hit.
- Good combo starter.
- Only -5, and advances Phonon forward slightly, so dash throw after is a reasonable option.
5B~B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 24 | 39 | -10 | - |
A followup to 5B, Phonon steps forward and swings again, taking up a giant slice of the screen.
- Great combo filler, makes hitconfirming easy.
- Fairly negative on block, so it should be rebeated or cancelled into something else.
- Stagger window is actually very narrow, and 4B and C buttons are the only normals that can frametrap afterwards. 6FF will also work; charged fireballs will leave a big gap.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570, 570 (1071) | Mid, Low | N, SP, EX, CS | Vacuum, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4, (9), 3 | 15 | 42 | -2 | - |
A two-part whip attack. First hit is a mid, the second is a vacuum.-
- Very useful in pressure; a high-damage starter that's easy to confirm off of, has a great stagger window, and is only -2 on no-cancel.
- Vacuum is relatively small.
- Rebeating the first hit is a good way to reset pressure. Rebeating the second hit should generally be avoided, as it makes the move much more negative.
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570, 710 (1194) | Mid, Low | N, SP, EX, CS | Vacuum, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4, (16), 3 | 17 | 51 | -2 | - |
Charged version of 5C. The second hit is delayed.
- Often used as combo filler, as it does great damage.
- Also useful in pressure; the delay causes the second hit to frametrap automatically.
- The stagger window is worse than uncharged 5C's, but the vacuum is much better. It's still only -2 if left uncancelled though.
- Generally can only frametrap with 4B or 6FF afterwards.
- Will only connect both hits as a combo on counter-hit or air hit.
- The most practical midscreen max-damage starter for DP punishes and similar things.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 13 | 20 | -3 | - |
A quick crouching kick.
- A pretty good 6F low.
- Good stagger window, and can cancel into itself.
- Useful for tick-throws, or for starting pressure after dashing in, or for mashing out of pressure when your opponent is up close.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Mid | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 18 | 29 | -5 | - |
A crouching whip swipe.
- Phonon's only crouching mid.
- It's -5 and has a really long stagger window, but it has a fair bit of pushback. Dash up throw afterwards is a pretty decent option once your opponent respects it.
- Slightly faster than 5B, but has slightly less range. Commonly used to mash out of pressure when 5A won't reach.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | Low | N, SP, EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 23 | 38 | -10 | - |
A big sweep with the whip.
- Has great range for a low, can be used to catch people walking back in neutral.
- Also a pretty decent mash option if they push themselves far out, it's quite fast for its range.
- Lots of recovery on no-cancel or whiff, but has an extremely long stagger window and good rebeat data.
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 11 [2 on landing] |
24 | Varies | - |
A quick aerial slash that extends quite far down.
- With Vorpal, can use Assault j.A and Chain Shift for an overhead that is quite hard to react to. You can CS even on block!
- Can be used while rising to cover your jump; you have time to perform another move in the air afterwards (except j.[C])
- j.A j.C and j.A j.236A are a great low-committal ways to cover space in neutral.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 22 [3 on landing] |
33 | Varies | - |
A jumping whip strike.
- Not too useful; mostly combo filler for situations where jC is too slow.
- Can't combo off Assault j.B, unless you delay it quite a bit or it counter-hits.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 14 [4 on landing] |
30 | Varies | - |
A long whip attack that takes up a big chunk of the screen.
- Useful tool for zoning characters out, or attacking them air-to-air.
- Also a great assault button; covers a big distance, and is plus as long as it's not shielded.
- Good in combos where you can't j[C], too.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Launch | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 4 | 16 [4 on landing] |
39 | Varies | - |
A gigantic whip attack that crosses almost the entire screen.
- Fantastic combo tool; it does good damage and launches opponents towards you.
- Floats Phonon in the air while active, can be used to delay your landing to trick opponents.
- Can be difficult to use as a starter without enough forward momentum or meter.
- Will not float as much if used from assault, but is difficult to combo off of on hit and is less advantageous than uncharged j.C.
- Has very low recovery, on whiff you can usually perform another air action (e.g. assault)
j.3[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Launch | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 4 | 16 [4 on landing] |
39 | Varies | - |
Variant of j.[C], floats slightly less vertically but gives Phonon a boost to horizontal momentum.
- Useful to continue pressure or combo after j.22X series or j[B].
- Much easier to use as a starter compared to j.5[C].
- Can only be performed with backwards momentum; if performed after forward jump/or assault, it will behave the same as j.5[C].
Command Normals
4B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | Mid | N, SP, EX, CS | Vacuum, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 35 | 50 | -19 | - |
Phonon's second most notorious normal, a vacuuming whip pull with incredible range.
- Very negative on no-cancel, but is rebeatable and has a great stagger window.
- Vacuum is relatively small, similar to 5C.
- Phonon moves backwards during this move's recovery, but the backwards movement is negated if the move is cancelled into anything else.
- Can be used to easily convert stray hits into combos, easily hit-confirm in pressure, or poke at your opponent in neutral.
- Has some damage proration, so it often lowers combo damage slightly compared to other buttons.
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | (N), SP, EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 10 | 22 | 47 | -14 | - |
Possibly the most notorious normal in all of UNI; a sweep that covers 90% of the screen.
- Can be used to check your opponent's movements from fullscreen, though you'll be left vulnerable if they jump or assault. Good at challenging full-screen Concentrates or other long-distance options.
- On block it can only be special cancelled; a fireball afterwards can be Shielded or Assaulted over, so use with caution in neutral against canny opponents.
- Can also be used as a frametrap in pressur; it's slow, a low, and very active. It's especially good at calling out backdash attempts.
- However, most of all it's useful combo filler: it has exactly the same combo properties as 2C, with great damage and low proration, so it sees use in almost every combo.
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 3 on landing | - | Varies | - |
A kick that causes Phonon to bounce off the opponent.
- Very quick, but won't hit crouchers if performed immediately out of an Assault.
- Allows for a wide variety of crossup shenanigans to catch opponents unawares.
- Shield is a relatively strong option against this move, though not without risk.
j.2[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
470 | High, Air Shield | N, SP, EX, CS | Ground Bounce | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 3 on landing | - | Varies | - |
Like j.2B, but slams them straight into the floor instead.
- Used in 99% of Phonon's combo routes, due to its useful ground-bounce property.
- Also pretty excellent when used with Assault; it's Phonon's highest-damage Assault starter, and is advantageous on block if unshielded.
j.4B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
470 | High, Air Shield | N, SP, EX, CS | Vacuum | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 12 [3 on landing] |
23 | Varies | - |
Phonon turns around in the air and stabs with her whip.
- Mainly used as a throw OS crush after jumping over the opponent.
- Can be used to remove landing recovery from an Assault, useful particularly for baiting reactionary stand shields.
- Rising whiffed j4B will push the opponent out of the corner, allowing for tricky crossups - dash-up jump-over j4B is useful midscreen as a throw OS bait.
- If performed rising from a jump, you can Assault backwards! This isn't very useful, but it's interesting...
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
749 | Mid | SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 4, (4), 6 | 22 | 49 | -9 | 4~13 , 20~40 Throw, 9~13 Foot, 20~27 Head |
A dashing handspring kick. Hits twice; once when Phonon leaves the ground and again at the peak of the jump.
- Has incredible property invincibility, crushing lows and throws during the first hit and anti-airing during the second.
- On block, the second hit can be cancelled into j.236A to gain frame advantage, or cancelled into j.22X for a high-risk frametrap situation.
- Can also be cancelled into CS, allows for a mixup afterwards with jA/j2B/empty 2A/empty j4B throw.
- If the second hit is shielded, Phonon cannot special cancel and is helpless (unless she has CS). Shielding the first hit does nothing special.
66[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
840 | High | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | 6 | 30 | 63 | -13 | 4~13 , 28~56 Throw, 9~13 Foot, 28~35 Head |
A slow overhead handspring kick. Has only one hit, compared to the uncharged version's two.
- Retains some of the invuln properties from the uncharged version, but the property invincibility properties run out before the move actually becomes active.
- On block, can be cancelled into j.236A to stay safe, or j.22X for a riskier frametrap option.
- Can also be cancelled into air normals; j2[B] is generally the best option.
- Like with 66B, if the kick is shielded, Phonon can only CS cancel.
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540 | Mid | SP, EX, CS | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 6 | 24 | 41 | -9 | - |
Phonon slams the opponent with her whip's handle.
- Mostly used as a combo tool - 66C 623B is an extremely common combo piece.
- On block, can be cancelled into 6B+C or 236[A] to start pressure and/or frametrap.
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1245 | Mid | SP, EX, CS | Ground Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 9, (6), 5 | 19 | - | -6 | 10~25 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1245 | Mid | SP, EX, CS | Ground Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 9, (6), 6 | 19 | - | -6 | 7~21 Head |
Phonon spins her whip over her head, then slams it to the floor with an explosion.
- A slow but highly active anti-air. Can combo off the groundbounce afterwards.
- Gains improved startup and invuln properties in vorpal, making it a little bit more reliable.
- Can be used as an Anti-air/Throw OS with B+C~A+D input.
- Best used pre-emptively, as it has such long startup - it's definitely possible to use on reaction, but it's slow, so you had best react fast!
Force Function (Increase)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2140 | Mid | SP, EX, CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 27, (5), 5 | 19 | - | -6 | 10~43 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2140 | Mid | SP, EX, CS | Wall Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 27, (5), 6 | 19 | - | -6 | 7~39 Head |
Phonon spins her whip for even longer and the final explosion is even bigger.
- Holding the button makes it last longer; releasing it at any time before the final hit will give the same groundbounce as the uncharged version.
- Holding it until the last hit now wallbounces the opponent, letting you easily combo afterwards with 22A j236A.
Force Function Variant
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
943-1026(jf) | Mid | UNQ, SP, EX, CS | Launch | 1 GRD
0.5 GRD in Vorpal |
Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2(8)2(14)2 | 30 | 57 | -3 | - |
Phonon's alternate Force Function; she strikes three times with the whip, and can perform a followup after the third hit.
- Very strong as a meaty or in pressure; its hitbox is very disjointed, and it can be EX cancelled even on whiff.
- All three hits are Special, EX and CS cancellable; the last hit gains the followup options on top of that.
- Followup can be input at any time during the move and it will automatically come out after the third hit, as long as the move connects; they have no stagger window and will always come out at the same timing,
- On hit, pressing a button as the whip makes contact causes a particle effect, slightly improving the damage but greatly improving the scaling. On 6FF starter combos, hitting these just frames results in a huge damage increase.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
176-228(jf) | Mid | N, SP, EX, CS | Vacuum, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 20 | 35 | -5 | - |
A huge vacuuming sweep, similar to the second hit of 5C.
- Has a comparable vacuum to 5[C], but the stagger window is much better.
- Is Normal cancellable, allowing Phonon to resume or extend pressure.
- You can knowledge-check opponents by going into 2A or 2C; they'll have to fuzzy guard in case you do 6B+C~B. Savvy opponents will switch to low-block on reaction to this move, so don't rely too heavily on this.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | EX, CS | Ground Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 22 [13 on landing] |
41 | -8 | - |
Phonon jumps at the opponent with an animation similar to air-fireball. Hits overhead.
- Lightning-fast, unreactable gapless overhead.
- Leads into good damage on hit, but is unsafe on block without resources.
- Decent as a combo-ender; it gives a closer knockdown than 214AA and doesn't cost much damage.
- The overhead is very fast, but Phonon has no quick low option from 6FF, so the high/low mixup here can be fuzzy-guarded reliably.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
329 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2(8)2(8)2(8)3 | 29 | 50 | -12 | - |
Phonon swings four more times with a similar animation to the first three hits.
- Like with the first hits, timing inputs as the whip makes contact with the opponent will improve the damage.
- Can be special-cancelled on all four hits, and normal-cancelled on the last hit.
- 6FF-C 5A is Phonon's least negative rebeat option, and the final hit has a very long stagger window.
- Great for scamming time, and builds a solid amount of meter as a combo ender, but generally sees less use than the other options.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1635 | Unblockable | - | Knockdown | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 26 | 30 | +46 | - |
Phonon chokes the opponent with her whip, then kicks them away.
- Can't combo afterwards, but Phonon's throw has very high frame advantage. You can quite easily safejump or set up a meaty afterwards.
- The throw of strike/throw.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 / 1184(i) | Mid, Air | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | 30 | 48 | -2 / +4(i) | - |
A simple ground-wave type fireball.
- Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.
- Usually plus on block when spaced out. 6FF(2) 236A is generally plus and hard to challenge.
- Can be jumped or assaulted over. However it's EX cancellable on whiff, so if you're quick you can police jumps with 623C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
928 | Mid, Air | EX, CS | Snare | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | - | 34 | 59 | +1 | - |
A slower, 3-hit version of 236A. Freezes opponent in place briefly on hit.
- Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
- As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 / 1184(i) | Mid, Air | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | 36 | 50 | -8 / -2(i) | - |
A quick-moving ground-wave fireball.
- Like 236A, but faster and more negative on block.
- Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1206 | Mid, Air | EX, CS | Snare | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | 40 | 61 | -5 | - |
A quick-moving 3-hit fireball. Freezes the opponent in place briefly on hit.
- Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
- Not commonly used during pressure, though as it's usually minus.
- Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1560 | Mid, Air | CS | Snare | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | - | 30 | 39 | +19 | - |
Very fast EX version of the fireball.
- Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.
- Can be used to combo off of certain moves that normally can't be followed up (e.g. full-screen 3C).
- Has enough hits to blow straight through most other projectiles in the game, too. (Most! Watch out for projectiles with many hits like Vat EX ball and Hyde EX Laser)
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 / 1184(i) | Mid, Air | EX, CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | - | 8 on landing | - | +4 / +16(i) | - |
Slow, aerial version of Phonon's fireball.
- Preserves whatever air momentum Phonon had before using it.
- Very plus on block if used while falling. A useful neutral tool.
- Recovers airborne if used while rising - Phonon can use air normals or Assault afterwards afterwards.
- Common combo filler for advanced Phonon routing, and a very good starter as well.
- Can be cancelled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
- this move is nuts
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 / 1184(i) | Mid, Air | EX, CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | - | 8 on landing | - | 0 / +12(i) | - |
A quick-moving aerial version of Phonon's fireball.
- Causes Phonon to flip forward after throwing, overwriting her previous air momentum.
- TK fireball is neutral on block from point blank; it's plus if spaced further than that.
- Fireballs performed from normal jump height are generally negative, but usually not punishable unless Phonon lands super close to the opponent.
- Common combo filler for advanced Phonon routing and hit-confirm OSes, and a good starter too.
- Can be cancelled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1560 | Mid, Air | CS | Snare | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | - | 8 on landing | - | +28 | 1~3 Throw |
Very fast EX air fireball.
- Extremely fast and high advantage on block.
- Can make risky air actions safe (e.g. 6B+C~B).
- Tanks combo damage, but can allow combo pickups that would otherwise be impossible (e.g. max distance j.5[C] hit).
- Very useful to combo off j.A hits too.
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1224 / 1560(i) | Mid | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 12 | 25 | 45 | -6 / -2(i) | 1~15 Dive, 5~15 Head |
A pillar of light appears in front of Phonon.
- Hits quite high, is very active and has very good invincibility properties. A pretty solid anti-air all around.
- Can usually combo afterwards with 5A.
- Has instant Dive invuln, but the Head invuln doesn't kick in until a few frames afterwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1314 / 1661(i) | Mid | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 12 | 27 | 49 | -8 / -4(i) | 7~17 Dive, 7~17 Head |
The pillar appears far away from Phonon, about half-screen distance.
- A very useful tool for checking movements at a distance.
- Although it's minus on block, many characters will struggle to meaningfully challenge afterwards due to its range.
- Still retains some anti-air invulnerability properties, but they're rarely relevant.
- Very high damage combo starter with resources (22C, 22BC or CS), and common combo filler for advanced routes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1921 | Mid | (CS) | Knockdown, Counter State | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 12 | 42 | 62 | -19 | 1~15 Full |
A much bigger, wider pillar of light with startup invincibility.
- Phonon's main reversal tool, also her best metered combo ender.
- You can always sideswap afterwards by dashing under the opponent while they're caught in the pillar.
- It gives a very advantageous knockdown too; even after a dash-under you still have time for a meaty.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | Mid | EX, CS, UNQ | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 6 | 24 | 38 | -5 | - |
Phonon swings her whip while stepping forward.
- Generally used as a combo ender using the follow-up.
- Can be used on its own for risky tick-throw setups, as it's a rare advancing move and only -5.
- The second part of the rekka can be delayed to frametrap.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1403 | Mid | EX, CS | Ground Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4, (14), 5 | 33 | 66 | -16 | - |
Phonon follows up her first swing with two more while walking forwards.
- Gives a good knockdown as a combo ender, or you can spend meter with 623C afterwards.
- Very unsafe on block without resources.
- Can be used in specific combo routes, which usually
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | Mid | EX, CS, UNQ | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 6 | 29 | 44 | -10 | 5~10 Dive, 7~10 Head |
Similar to 214A, but Phonon swings the whip diagonally upwards.
- A very good antiair; the head invulnerability is slightly slower than 623A's, but the move covers more horizontal range.
- Unfortunately it can be inconsistent, opponents occasionally drop out behind Phonon or just cross over her without being hit.
- Unlike 214A, the first hit is very unsafe on block.
- The followup can be delayed to frametrap.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1403 | Mid | EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4, (14), 5 | 31 | 63 | -14 | 2~ Dive, 11~ Head |
Phonon swings her whip twice more while walking forwards.
- Has a gigantic hitbox, especially horizontally, plus some extra head/dive invulnerability.
- Very unsafe on block without resources, and generally can't combo afterewards without resources either.
- With resources (22C or CS), very high damage output as a starter; generally your most rewarding anti-air option.
- Can be used as a combo ender instead of 214A. If you don't use 623C afterwards the opponent can air tech, which can gain (or cost!) them some GRD.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1968 | Mid | EX, CS | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | - | - | 70 | -6 | 1~3 Throw |
An EX whip rekka; Phonon hits the opponent multiple times before launching them into the air and exploding them.
- Only does 3 hits on whiff/block.
- Can be CSed on hit before the move completes. It won't kill until the last hit, so you can CS early to bank some meter for the next round.
- Less damage, but more corner carry than 623C.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1203 | Mid, Air (last hit only) | SP, EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 12 | 29 | 65 | -28 | 1~7 Throw |
Phonon jumps back, explosively smashing her whip into the ground.
- Mostly used for advanced high-damage routing.
- Has some use as a risky frame-trap option, but it's often awkward to combo afterwards. On block, your opponent can collect easy GRD with risk-free greenshields.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1435 | Mid, Air (last hit only) | SP, EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | 14 | 29 | 70 | -15 | 1~10 Throw |
Phonon jumps back, explosively smashing her whip into the ground, but farther away than the A version.
- Generally used as part of corner combos for high damage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1951 | High, Air (last hit only) | N, SP, EX, CS | Launch, Tracking | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+22 | 12 | 30 | 64 | -16 | 1~6 Throw |
Phonon jumps back, explosively smashing her whip into the opponent. Tracks to their location, as long as they're in front of you.
- Hits overhead, so can be used as a knowledge check for players who don't know to stand up after the super-flash.
- Very high damage as a starter, if you can get it.
- Practically speaking, mostly useful to extend combos from moves like 214B or 623B. It has been superseded a little by 22BC.
j.22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1083 | Mid, Air (last hit only) | N, SP, EX, CS | Launch, Tracking | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | 11 on landing | - | - | - |
Air version of 22A; Phonon jumps higher into the air and her whip explosively smashes into the ground.
- Appears at a fixed distance if used raw; tracks to the opponent if cancelled from another move.
- Moves Phonon quite far back horizontally.
- Unlike grounded 22X, you can cancel into normals, so it's easier to continue pressure afterwards, but it does less damage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1311 | Mid, Air (last hit only) | N, SP, EX, CS | Launch, Tracking | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | - | 11 on landing | - | - | 1~6 Throw |
Air version of 22B; Phonon jumps higher into the air and her whip explosively smashes into the ground.
- Appears at a fixed distance from Phonon if used raw, tracks to the opponent if cancelled from another move.
- Compared to j22A, Phonon jumps higher vertically, but doesn't go as far horizontally.
- Can be cancelled into air normals; usually j3[C] for combos or pressure.
- Used often in optimal max-damage routing.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1692 | High, Air (last hit only) | N, SP, EX, CS | Launch | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+19 | - | 11 on landing | - | - | - |
Air version of 22C; Phonon jumps higher into the air and her whip explosively smashes into the opponent.
- Tracks to the opponent, just like grounded 22C.
- Can be used as a whiff punish tool of sorts, or used to delay your landing to avoid reversals.
- Still hits overhead; but since you're airborne anyway, the surprise/knowledge check factor is reduced.
Supers
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3512 | Mid | - | Knockdown, Counter State | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | - | - | 93 | -22 | 1~26 Full |
Fully invincible, huge and very active.
- Generally used as a combo ender.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3760 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | 67 | -25 | 1~26 Full |
Phonon becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B
2B 5C(2) |
5A | -5 |
5BB/4B/2C/5C(1)/5[C](2)/6BC~A | 5A | -3 |
5B/2B/5C(2) | 2A | -6 |
5BB/4B/2C/5C(1)/5[C](2)/6BC~A | 2A | -4 |
6BC~C | 5A | -1 |
6BC~C | 2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C | 1F |
5B/2C/5C(2) | 3C | 2F |
5C(1) | 5[C](2) | 3F |
5C(1)/2C/3C/6FF(3) | 236[A]/22A | 8F |
5C(1)/2C/3C/6FF(3) | 236[B] | 5F |
66C | 236[A]/22A | 5F |
66B(1) | 236[A]/22A | 6F |
Videos
External Links
- Phonon Match Database
- Phonon ST -> cl-r Changelog + Combos by Spacemurine
- Rippu's Youtube Channel
- Toratama's Youtube Channel
- Silent's Youtube Channel
- Silent's UNICLR Sets Playlist
Players to Watch
This is mainly a list of players of different skill levels from mid to high level. This allows players to study different play styles as well.
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Toratama (トラタマ) Youtube |
![]() Japan |
Active | Known for playing a large amount of characters. Mainly plays Phonon in tournaments. Results wise, considered the best Phonon in Japan in CLR. | |
Silent Youtube Twitch |
![]() United States |
Active | Currently regarded as the strongest Phonon in North America. Plays a very aggressive style which is noticeably different from other Phonon players. In love with Motoko Kusanagi. | |
Eve |
![]() Japan |
Active | One of the strongest players in Japan. Also known for their Mika and Hyde. Amazing artist as well. | |
Rippu Youtube |
![]() Japan |
Active | Known lab monster. Very strong Japanese Player. Known for labwork and optimizing combos. Also the author of the Japanese Phonon wiki. | |
Clim Twitch |
![]() Canada |
Active | Historically has been one of the strongest and most consistently strong players in North America since EL. Very strong fundamentals and knowledge of UNI. Also subs Merkava. | |
Akibin | ![]() Japan |
Active | Mainly seen in Clearlamp's streams. Very strong decision making and answers to lots of matchup interactions. Very good combos. | |
Aria Twitch |
![]() Canada |
Active | Plays very similar to Clim. Very good at playing the Vorpal cycle. Former FFXIV player. | |
Thiago Twitch |
![]() Brazil |
Active | Considered to be one of the strongest players in Brazil. Plays a very patient and methodical style. Very strong at running strike/throw offense. | |
Disco Twitch |
![]() United States |
Semi-active | Phonon player from the East Coast. Very good at utilizing Phonon's tools in neutral. | |
Glacey |
![]() United States |
Active | Phonon player from the Midwest. VERY strong defense and very hard to open up. | |
LTP Youtube |
![]() United States |
Retired | Very big tech monster. Responsible for making lots of resources and tech videos for Phonon in UNIST and UNICLR respectively. Very knowledgeable of UNI in general. Loves P-90 from Girls Frontline. | |
Peke (ぺけ) Youtube |
![]() Japan |
Semi-active. | The Rank 2 Phonon in UNIST. Very strong Japanese player with high situational awareness. Enters netplay tournaments once in a while. | |
MateoKK (マテオKK) Youtube |
![]() Japan |
Inactive | The strongest Phonon player in the world in UNIST. The highest placing Phonon at EVO 2019 at 9th place. When it comes to optimization, situational awareness, & knowledge of matchups and the system, he is unmatched. Currently focused on playing GBVS. |