Under Night In-Birth/UNI2/Offense
Normals
Press //to perform normal moves. Depending on the current state of your character (standing, crouching, jumping), your character will perform different attacks. As a general rule, /attacks are weak and fast, while attacks are strong and slow.
Passing Link
Most normals can cancel into other normals either on hit or on block. The rules are:
Command Normals
Command normals are performed by pressing a specific direction (other than ) with a specific button. Every character has at least two command normals.
Smart Steer Combo
- ...
All characters have a smart steer combo (also known as an auto-combo) that is performed by mashing .
Smart Steer is a way to extend stagger windows of moves within blockstrings, allows to extend their pressure on a blocking opponent. Smart Steer combos have large stagger windows and also allow moves that can't stagger normally - to be able to stagger (provided that move is within the smart steer combo). This gives Smart Steer normals huge potential in frame trapping the opponent.
Another advantage of using Smart Steer Combos is that the same move can be used twice in the same blockstring (which is not the case normally) if one uses the move before or after the Smart Steer combo 'version' of the move.
Throws
Throws are proximity based attacks which the opponent cannot guard against. In order to throw an opponent, a few conditions must be met:
- The players must be in a similar grounded or airborne state.
- To throw a grounded opponent, the attacker must also be grounded.
- To throw an airborne opponent, the attacker must also be airborne.
- The defender must not have throw invulnerability.
- The defender can be thrown in hitstun or blockstun unlike in most other fighting games, but it will result in a Gold throw.
- The defender must be within throw range.
If all of the conditions are met, then the attacker can hit the opponent with a throw.
Normal Throws
- + Within close proximity of an opponent
- To perform a forward throw, press neutral or forward++ while standing on the ground.
- To perform a back throw, press 4 + + while standing on the ground.
All normal throws, no matter the character, have the following properties:
Special Move Throws
Some special moves have the throw property.
Special moves like this fall into two categories:
Command Grabs
These throws cannot normally be broken and they typically have other unique properties, such as higher damage, more start-up, and additional hit effects. However, there are restrictions in place: just like with normal throws, if you use a command grab while an enemy is in blockstun (or ? frames immediately after blockstun), a Gold throw occurs, which is escapable.
Certain command grabs have Gold Throw property by default, like for example Waldstein's 360B
Gold Throws
Gold throws are unique throws with an extended throw tech window. Attempting to do a normal throw or a command grab on someone while they're in blockstun results in a gold throw.
- Normal gold throw tech duration is roughly 24 frames.
- Command grabs with gold throw property have a shorter tech duration.
Hit Grabs
Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such as Enkidu's IC5C. These attacks can hit puppet characters, but will not trigger the throw animation.
Throw Invincibility
Opponents can not always be thrown. Below is a list of situations when the opponent cannot be thrown:
- During Prejump
- Any type of recovery + 8F after
- Some attacks are throw invincible, which is noted in the Frame Data.
Special Moves
- Special moves require a more elaborate input and have unique effects and properties. There are two main categories of special move inputs:
- Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
- Charge-type inputs: Requires the player to hold a certain direction for an set amount of time frames, then input the opposite direction plus a specific attack button.
EX Special Moves
Steer Ender
Preformed by pressing + after any special cancelable attack. Counts as a special cancel. Your character will be enveloped in a red aura and preform a series of attacks that ultimately ends in a hard knockdown. This will either gain or cost GRD depending on how early or late it's used in a combo, and the frame advantage will change as well. Can be canceled into Command Veil Off, Infinite Worth, and Infinite Worth EXS.
For the exact GRD values, check the "Steer Ender" sections of the gauges page.
Veil-Off
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
Veil-Off requires at least 100 EXS. When performed, it removes your GRD Break status. Additionally, if your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal. As it is invincible during startup, it can also be used as a reversal, though it is extremely punishable, if blocked.
During Veil-Off:
- You gain 20% more damage. This stacks with other bonuses additively.
- You are free to use EX moves and Infinite Worth (with EXS version) as long as your timer doesn't ran out.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
64 (54 on hit) | Launch | /Data#A+B+C |
Cross Cast Veil-Off
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
Veil-Off requires at least 100 EXS and Vorpal, meaning it can't remove your GRD Break as you can't do a CVO under GRD Break anyways. Opponent will also not lose Vorpal when hit, if at any point you two gained Vopral together.
Upon usage, your Vorpal (and Celestial) state will immediately be removed, much like Chain Shift.
CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun. It is invincible during startup, and leaves you at +3, so it can also be used as a expensive pressure tool.
During Cross Cast Veil-Off:
- You gain 20% more damage. This stacks with other bonuses additively.
- Vorpal damage bonus will persist until the end of combo (or in case of blocked CVO, removed immediately).
- You are free to use EX moves and Infinite Worth (with EXS version) as long as your timer doesn't ran out.
- A+B+C can be used for a shortcut for Infinite Worth.
- You receive additional untechable frames depending on how many Combo Points you have.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
25 | Launch | /Data#A+B+C |