Under Night In-Birth/UNI2/Nanase/Combos
Under Construction
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The info on this page was copied from UNICLR and may not be up-to-date.
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
Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme.
Notes on Mission Mode
The game provides a Mission Mode that has many combos for players to try and learn.
- If you are newer to fighting games or consider yourself a novice, try reading the Starter Guide and practicing the "Beginner Combo" and "Intermediate Combo" missions.
- If you feel confident in your execution but you are unfamiliar with Under Night In-Birth's general combo timings or with Nanase specifically, practice the combos in the "Intermediate Combo" and "Advanced Combo" missions.
- If you have a lot of fighting game experience or you are very familiar with UNI2 already, try the combos in the "Expert Combos" missions.
Don't worry if you can't complete all the missions in the game. Some of them use unusual or uncommon combo tools that may not be frequently used by players in real matches, but they are still useful teaching tools if you want to see examples of what a combo looks like for Nanase. Check out the "Bread and Butter" section if you want additional combos to practice that feature more practical pieces and theory that should help you out.
If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.
"Bread and Butter" Combos
Note: This section has not been updated yet and still features information from UNICLR, the previous version of the game. While all of the combos shown will still work, they might not be the "preferred" routing in UNI2 and may seem outdated or less effective.
The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
- Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
- "xN" means you can input the preceding button any number of times and still continue the route.
For video examples of the following combos, here is a "Bread and Butter" UNICLR Combo playlist by Wish. Links to the individual videos will also be available in the notes for the respective combos in the table below.
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 2B 2C 5C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
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5A/2A 2B 2C 236B~C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
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5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C Ender | 0 | Anywhere | ||
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5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
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6D j.B 5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C Ender | 0 | Anywhere | ||
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(5B/2B) 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
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66C 236B~C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
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66C 66 3C JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
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2B 2C dl.236B~A 5A 3C j.[C] dl.j.8C JBB j.2C Ender | 0 | Corner | ||
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Theory
Nanase's basic string can be summed up as:
- ground normals > launcher > air normals > ender
where the launcher is any move or combination of moves that puts the opponent in the air.
Regarding enders, Nanase wants to pick her ender based on the situation and what her goals are. Often, this can mean choosing not to go for a damaging ender to instead set a meaty fireball. It could also mean doing a 214B j.236C ender for corner carry and hard knockdown, or even going for a 623C ender to get enough damage to close out a round. Nanase has many different enders and different uses for her meter, so there is no "one size fits all" approach to her enders.
When in doubt, either set a fireball or go for 214X into hard knockdown.
FAQ
Why is it so hard to connect j.2C after JBB?
There could be a few reasons why. Either you aren't inputting JBB fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get the increased version.)
Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?
You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff. Consult this video to get a better visual of the proper delay.
How do I do the 2C 3C (FF) j.2C j.236B ender?
Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.
...How useful is that ender anyway? Do I really need to learn this?
The ender does have a niche use in combos where you don't use a jump cancel until the end and want to set a fireball. If you find yourself struggling to use this ender, you can safely ignore it for other options.
How do I continue a combo after 236B~A in the corner?
You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her.
Enders
Combo | Cost | Location |
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2C 214B~B | 0 | Anywhere |
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j.236B | 0 | Anywhere |
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2C FF j.236B | 1 GRD | Anywhere |
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land 66B | 0 | Anywhere |
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2C 5[C] (5B) 214B~B/C | 0 | Anywhere |
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2C 5[C] 22B | 0 | Anywhere |
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236B~A 236A~C 214A~B | 0 | Corner |
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236X~C 7j.2C w.j.A j.236A | 0 | Corner |
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2C 5[C] 214A/B j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 623A j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 214B~C 623C | 100 EXS | Anywhere |
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2C 5[C] 236B 214C (66C) 22B | 100 EXS | Anywhere |
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2C IC5C 5B 214B~C CVO | At least 100 EXS, Vorpal | Anywhere |
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2C IC5C 5B 623A CVO | At least 100 EXS, Vorpal | Anywhere |
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Combos
This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.
Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
- Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
A Starters
These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 2B 2C 5[C] j.[C] JBB j.2C Ender | 2011 | 0 | 37.10 | Anywhere |
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5A/2A 2B 2C 236X~C j.[C] JBB j.2C Ender | 2235 | 0 | 38.08 | Anywhere |
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5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2499 | 0 | 47.05 | Anywhere |
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5A/2A 2C 5B JBB j.2[C] dl TK.j.236A 3C FF j.8C j.C j.2C Ender | 2523 | 1 GRD | 48.02 | Anywhere |
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5A/2A 2C 5[C] j.2[C] (66) 3C FF j.[C] j.8C JBB j.2C Ender | 2548 | 1 GRD | 49.59 | Anywhere |
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5A/2A 2C 2B j.2[C] (66) 3C 214B j.A j.8C JBB j.2C Ender | 2654 | 0 | 48.65 | Anywhere |
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5A/2A 3C j.8C j.2[C] TK.j.236B 66 3C FF j.[C] j.8C JBB j.2C Ender | 2720 | 1 GRD | 51.90 | Anywhere |
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5A/2A 2C 5[C] (j.C) j.2[C] (66) dl.236B~A 236A~C 214A~C | 2996 | 0 | 51.65 | Corner |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.[C] j.8C JBB j.2C Ender | 2507 | 0 | 48.23 | Anywhere |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.8C dl.j.B dl.j.BB land j.A j.C j.2C Ender | 2493 | 0 | 47.75 | Anywhere |
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5A/2A 2B 2C 236B~dl.A dl.214C j.8C j.C j.2C Ender | 2618 | 100 EXS | 24.28 | Anywhere |
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B Starters
These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 2C 5[C] j.[C] JBB j.2C | 2045 | 0 | 35.64 | Anywhere |
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5B/2B 2C 236B~C j.[C] JBB j.2C Ender | 2273 | 0 | 37.10 | Anywhere |
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5B/2B 2C 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2591 | 0 | 47.24 | Anywhere |
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5B/2B 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2741 | 0 | 51.44 | Anywhere |
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5B/2B 2C 5[C] j.[C] JBB j.2[C] dl.j.236[A] land j.8C j.C j.2C Ender | 2784 | 0 | 54.12 | Anywhere |
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5B/2B 5C 2C 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2932 | 0 | 59.04 | Anywhere |
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5B/2B 3C 214B~A 66 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3027 | 0 | 56.10 | Midscreen |
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5B/2B 2C 236B~dl.A 5A 3C j.[C] dl.j.8C JBB j.2C Ender | 2697 | 0 | 47 | Corner |
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5B/2B 5[C] 236A~A 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.C j.2C Ender | 2985 | 0 | 55.56 | Anywhere |
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5B/2B 2C 236B~dl.A 5A 3C j.8C j.2[C] tk.j.236A j.B dl.j.BB dl.j.C 236A~dl.C 214A~A | 3318 | 0 | 65.53 | Corner |
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C Starters
These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.
Combo | Damage | Cost | Meter Gain | Location |
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2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2675 | 0 | 47 | Anywhere |
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2C w.2A 2B 236A 2A 3C dl.JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 2702 | 0 | 53 | Anywhere |
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5C/2C (2C/5C) 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2705 | 0 | 48 | Anywhere |
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5[C] 236A~A 3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3139 | 0 | 57 | Anywhere |
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3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2848 | 0 | 49 | Anywhere |
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3C j.8C j.2[C] dl.j.236B land JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 3184 | 0 | 57 | Anywhere |
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3C j.236A land j.8C j.2[C] dl.j.236B (JBB j.C) 2C (dl.5[C]) 236B~dl.A 236A~dl.C 214A~A | 3684 | 0 | 62 | Corner |
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D j.B/2C 2A 2B 2C 5C j.[C] JBB j.2C Ender | 1928 | 0 | 38 | Anywhere |
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6D j.B/2C 2A 2B 2C 5[C] j.[C] j.2[C] land j.8C j.C j.2C Ender | 2074 | 0 | 42 | Anywhere |
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6D j.B/2C 2A 2B 5B 5[C] 236A~A 3C j.[C] j.8C JBB j.2C Ender | 2232 | 0 | 48 | Anywhere |
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6D j.2[C] dl.3C 214B 66 j.A j.8C JBB j.2C Ender | 2327 | 0 | 41 | Midscreen |
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6D j.2[C] dl.3C 214A 5B j.A j.8C JBB j.2C Ender | 2410 | 0 | 44 | Anywhere |
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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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