Under Night In-Birth/UNI2/Byakuya

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Profile-byakuya.png

They nest. The web will lure and consume any prey that goes near. He, for her, and her for
herself, they fight. Her feelings point in one direction, to a friend defeated. She sips on
blood, and mud alike, chasing a shadow. His eight legs will crawl through the night once
more, carrying with him her feelings.

Story

He wanders with an unorthodox girl, Tsukuyomi. Byakuya's abilities enable him to cast out a myriad of blades. The power binds and rends his opponents alike. Their motivation is unknown, but it seems he fights to make Tsukuyomi's wish come true. On the Hollow Night, when many In-Births gather, they turn the town into their own "web", and hunt unsuspecting prey.

There's nothing to worry about...
My life exists for you, sister.

Gameplay

Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.

Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's. His 2B and 2C have extremely long range and fast startup and hit low, forcing opponents to commit to low blocking once Byakuya is in range. Versus airborne opponents, 5B has a very tall vertical hitbox and can be used to cover multiple angles of approach with relatively low commitment. 66B/C and 236B are slightly higher-commitment pokes, but have extremely long range and are easily capable of catching opponents who are not expecting to have to block from so far away.

Byakuya suffers more at close range, where his lack of a safe 5f poke (his 2A is 6f and -3, compared to many characters who have 5f jabs that are only -1 or -2 at worst) hinders his ability to stagger pressure with jabs. Similarly, Byakuya has difficult matchups against characters who are able to stuff his approaches from further away than his optimal midrange pokes, such as Gordeau, Vatista, Hilda, Yuzuriha, etc. Due to his lack of a real projectile and otherwise slow dash speed, he has a hard time avoiding projectiles, and being forced to block them will significantly hinder or entirely negate his attempts to close space. His 214X~X moves allow him to move past some moves, but they are extremely high commitment mobility tools that can be stuffed on reaction, so his best bet is typically to stagger dash in a little bit at a time and block often.

On pressure, Byakuya actually has no safe normals (the safest being blocked 2A or 2A whiff cancel off a blocked 5C move, both of which are still -3) but he is able to make up for this with the fact that his normals can all be canceled extremely late, meaning that it will be very difficult for the opponent to tell when his moves are actually unsafe and when he is just delaying them for a frametrap. As such, Byakuya can easily train opponents to respect his pressure, allowing him to safely set up 214X webs for mixup and pressure (which can otherwise be disrespected by mashing) or simply do things that would otherwise be hugely unsafe (such as 5C dash up throw). Because his normals are all unsafe, it is easy for opponents to mash reversals through them; however, Byakuya's huge range often pushes him far back enough that most reversals whiff, meaning the Byakuya player needs to have a good sense of the opponent's reversal options and adjust his pressure accordingly. Once Byakuya confirms a hit, his combos almost always deal high damage, build lots of meter and GRD, have good carry and enable side switching if necessary, so he keeps momentum extremely well. Again, some characters deal with web oki setups more effectively than others, so a sense of the matchup is necessary to do well.

On defense, Byakuya has serviceable but flawed metered reversals, his EX "How Shall I Cook You?" which can be jumped over and loses to throws and unblockable attacks, and his Infinite Worth "Become A Part of Me", which can also be jumped over. However, thanks to the huge range and relatively fast startup on his B moves, he is often able to wait out pressure until the opponent pushes himself too far out, and poke out of pressure when the opponent is at frame disadvantage and cannot reach him with any move that would normally be fast enough to beat a B poke. As such, green shield's pushback and blockstun reduction are extremely useful for Byakuya, especially since he builds meter and GRD very quickly and thus typically has a lot of meter to spare.

From Sketched & ThatGuy's Primer


Strengths Weaknesses
  • Great Pressure: Large cancel windows on buttons that are fairly big, can make pressure scary to mash. Has a strong throw game that allows for Byakuya to bait a lot of option selects and punish for it. Webs do big chip damage and let Byakuya combo off his throw.
  • Remarkable Neutral Options: Normals are very long-range for their speed; very few characters can contest him at midrange. 66B is a fast low that can catch people off guard trying to back away in neutral.
  • Very Strong Corner Game: Has good corner carry and easy sideswaps. Once in the corner he has very good oki and mixup opportunities.
  • Good CS and Metered Tools: Chain Shift allows for extended pressure and strong mix-ups. 236C being invincible, horizontal, and very fast allows Byakuya to interrupt many sequences other characters cannot.
  • Good For Beginners: Easy to learn and a good character to learn the game with. Forces you to properly learn UNI's pressure game, and rewards good fundamentals.
  • Limited Defense Without Meter: No meterless reversal or 5 frame normal, making it hard to get out of some pressure.
  • Requires Strong Match-Up Knowledge: Struggles to get in against characters with good projectiles or better range, certain matchups require lots of patience.
  • Unreliable Reversal: 236C (only metered reversal) can be finicky and miss a lot of the time.
  • Difficulty Contesting The Air: 3C, while a strong anti-air that can be converted into a full combo, has slow startup and relatively late head invul frames. Additionally, his air normals aren't good at challenging horizontally, meaning he can have difficulties against jumps in general.
  • Exploitable Pressure Tools: No plus EX moves means no guaranteed way to extend pressure after committing to specials. Can be easily punished for fake pressure such as 236a~4a on block. Command grab is slow (33 frames for A, 35 frames for B).

Character Stats

Health Smart Steer Route
10500 5A 5B 5C 236AAA 623C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -900 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 3000 0 3000
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 29 -35350 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
200 100
Unique Trait
  • Several moves set web traps on the screen that will snare an opponent that touches them.
    • Webs can be destroyed by special moves or B/C normals, but doing so will drain grd from the oppponent. Most projectiles will not destroy webs.
    • It's worth noting that after coming in contact with a web, it does not connect immediately. "Meaty" webs effectively have 14 frame startup for this reason.
    • Byakuya getting hit or either player teching a throw will clear all existing webs. Causing Byakuya to block will not, however.
Vorpal Trait
  • Webs give slightly more GRD on hit.
  • Webs give slightly more grd and deal slightly more chip damage on air block.
  • After performing 214XXB, Byakuya can perform a second web before he hits the ground.
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
5A
5A
UNI2 Byakuya 5A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 20 -3 -
Fast jab with one of Byakuya's claws.
5B
5B
5B
UNI2 Byakuya 5B.png
5b
UNI2 Byakuya 5BB.png
5bb
Damage Guard Cancel Property Cost Attribute
450 Mid N, SP, EX, CS, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
10 5 17 31 -6 -

A wide thrust with all of Byakuya's claws.

Damage Guard Cancel Property Cost Attribute
598 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 4 25 41 -11 -
Followup to 5B. Shares an animation with the last hit of Byakuya's rekka.
5C
5C
5C
UNI2 Byakuya 5C.png
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 3 22 36 -7 -
A pointed thrust with all of Byakuya's claws.

Crouching Normals

2A
2A
2A
UNI2 Byakuya 2A.png
Damage Guard Cancel Property Cost Attribute
150 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -
A quick low swipe with one of Byakuya's claws.
2B
2B
2B
UNI2 Byakuya 2B.png
Damage Guard Cancel Property Cost Attribute
490 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
9 5 19 32 -8 -
Byakuya lunges down low with 3 claws.
2C
2C
2C
UNI2 Byakuya 2C.png
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
11 5 25 40 -12 -
A far reaching sweep with Byakuya's claws.

Air Normals

j.A
j.A
jA
UNI2 Byakuya j.A.png
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 2 13
[2 on landing]
22 -3~+9 -
A fast attack that hits at an awkward angle.
j.B
j.B
jB
UNI2 Byakuya j.B.png
Damage Guard Cancel Property Cost Attribute
440 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 4 26
[3 on landing]
39 -14~+12 -
Byakuya spreads his claws out to attack at all angles.
j.C
j.C
jC
UNI2 Byakuya j.C.png
Damage Guard Cancel Property Cost Attribute
590 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 4 19
[4 on landing]
34 -5~+13
[+6~+15 on assault]
-
Downward-angled thrust with all of Byakuya's claws.

Command Normals

3C
3C
3C
UNI2 Byakuya 3C.png
UNI2 Byakuya 3C IC.png
Damage Guard Cancel Property Cost Attribute
620 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 22 35 -7 8~12 Head
An upward-angled thrust with Byakuya's claws.
j.2C
j.2C
j2C
UNI2 Byakuya j.2C.png
UNI2 Byakuya j.2C IC.png
Damage Guard Cancel Property Cost Attribute
674 Mid, Air Shield (N), SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 20 9
[5 on landing]
40 -5~+12 -

A multi-hitting air attack all around Byakuya.

Damage Guard Cancel Property Cost Attribute
1125 Mid, Air Shield (N), SP, CS Launch - Strike, Head
Startup Active Recovery Overall Advantage Invul
19 - - - +5~+13 -
A larger version of j.2C with more hits.

Dash Moves

66B
66B
66B
UNI2 Byakuya 66B.png
Damage Guard Cancel Property Cost Attribute
650 Low SP, EX, CS Knockdown - Strike, Foot
Startup Active Recovery Overall Advantage Invul
9 16 14 38 -12~+3 -
A fast, forward-moving slide.
66C
66C
66C
UNI2 Byakuya 66C.png
Damage Guard Cancel Property Cost Attribute
1228 Mid SP, EX, -CS- Launch, Wall Bounce on last hit - Strike
Startup Active Recovery Overall Advantage Invul
15 18 23 55 -9 -
A long-reach multi-hitting attack.

Universal Mechanics

Force Function
I'll Plant It Somewhere Over Here (Just Kidding)
この辺に仕掛けておこうかな?(なーんてね)
B+C
UNI Byakuya BC.png
UNI Byakuya BC IC.png
B+C
I'll Plant It Somewhere Over Here (Just Kidding)
Damage Guard Cancel Property Cost Attribute
898 High CS Crumple on grounded hit, Knockdown on air hit GRD Strike
Startup Active Recovery Overall Advantage Invul
26 4 33 62 -19 -

A fake web leading into an overhead.

[B]+[C]
I'll Plant It Somewhere Over Here (Just Kidding)
Damage Guard Cancel Property Cost Attribute
898 High CS Crumple on grounded hit, Knockdown on air hit GRD -
Startup Active Recovery Overall Advantage Invul
30 4 34 67 -20 -
A slower version of Byakuya's Force Function with the attack moved further forward.
Throw
Throw
投げ
A+D
UNI2 Byakuya AD.png
UNI Byakuya AD 4.png
UNI Byakuya AD 4.png
Backwards Throw Followup
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 - - - +60 -

Byakuya grabs the opponent and slams them into the ground.

Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +61 -

A followup to Byakuya's throw that places the opponent right behind Byakuya.

Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +61 -

A followup to Byakuya's throw that leaves the opponent about a quarter-screen's length behind Byakuya.

Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +62 -
A followup to Byakuya's throw that leaves the opponent about a half-screen's length behind Byakuya.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI2 Byakuya 5B.png
6A+B+C
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
6A+B+C
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
Template:AttackDataCargo-UNI2/Guard Thurst Description
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Byakuya ABC.png
A+B+C
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
A+B+C
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

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.
A+B+C
Cross Cast Veil Off
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
How Shall I Cook You?
どう料理しよう?
236X
UNI2 Byakuya 236X.png
236X
UNI2 Byakuya 236XX.png
236X~6X
UNI2 Byakuya 236XXX.png
236X~6X~6X
236A
How Shall I Cook You? (A)
Damage Guard Cancel Property Cost Attribute
438 Mid -EX-, -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 26 40 -6 -

The 4-hit first part of Byakuya's rekka series.

236A~6X
Minced? (A)
Damage Guard Cancel Property Cost Attribute
660 Mid, Air -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
16 6 28 49 -8 7-21 Foot

The 6-hit second part of Byakuya's rekka series.

236A~6X~6X
Or... Shredded? (A)
Damage Guard Cancel Property Cost Attribute
920 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
9 12, (8), 6 33 67 -21 -

The 7-hit final part of Byakuya's rekka series.

236B
How Shall I Cook You? (B)
Damage Guard Cancel Property Cost Attribute
438 Mid -EX-, -CS-, -UNQ- Launch - Strike
Startup Active Recovery Overall Advantage Invul
12 4 27 42 -7 -

The first part of Byakuya's rekka, moving further than 236A.

236B~6X
Minced? (B)
Damage Guard Cancel Property Cost Attribute
660 Mid, Air -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
20 6 32 74 -12 7-21 Foot

The second part of Byakuya's rekka series, jumping much higher than 236A~6X.

236B~6X~6X
Or... Shredded? (B)
Damage Guard Cancel Property Cost Attribute
920 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
9 12, (8), 6 33 67 -21 -

The 7-hit final part of Byakuya's rekka series.

236C
How Shall I Cook You? (C)
Damage Guard Cancel Property Cost Attribute
2060 Mid (CS) Vacuum, Knockdown on last hit 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
4+4 4, (18), 6, (16), 4, (14), 6, (15), 10, (6), 6 33 145 -21 1~3 Full, 4~11 Strike, Projectile
A 27-hit string ending in a knockdown.
623X
You're Almost Ready to Eat
そろそろ食べごろかな?
623X
UNI Byakuya 623X.png
623A
You're Almost Ready To Eat (A)
Damage Guard Cancel Property Cost Attribute
898 Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) - Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
33 1 39 (28 on grab) 72 (61 on grab) - 13~32 Throw, 33~37 Full

Byakuya runs past the opponent, snaring them in a web.

623B
You're Almost Ready To Eat (C)
Damage Guard Cancel Property Cost Attribute
898 Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) - Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
35 1 40 (29 on grab) 74 (63 on grab) - 13~34 Throw, 35~39 Full

A further-reaching variant of 623A.

623C
You're Almost Ready To Eat (C)
Damage Guard Cancel Property Cost Attribute
1390 (grab), 898 (web) Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) 100 EXS Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
4+10 2 37 52 - 1~12 Throw, 13-17 Full
Byakuya snares the opponent for an extremely long period of time. A core component of Byakuya's corner okizeme, giving him time to set up three webs and still meaty the opponent.
623[X]
You're Almost Ready to Eat (Feint)
そろそろ食べごろかな?
623X
UNI Byakuya 623X.png
623[A]
You're Almost Ready To Eat (Increase A)
Damage Guard Cancel Property Cost Attribute
898 Mid - GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
47 - - 63 +17 -

A feint of 623A, returning Byakuya to his initial location and setting a ground web.

623[B]
You're Almost Ready To Eat (Increase B)
Damage Guard Cancel Property Cost Attribute
899 Mid - GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
56 - - 67 +22 -
A feint of 623B, returning Byakuya to his initial location and setting a ground web.
214X
I'll Plant It Somewhere Over Here
この辺に仕掛けておこうかな?
214X
UNI Byakuya 214X.png
214A
I'll Plant It Somewhere Over Here (A)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
47 - - 53 +22 -

Byakuya sets a web right in front of him that will snare the opponent on hit.

214B
I'll Plant It Somewhere Over Here (B)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
49 - - 59 +18 -

Sets a web further away from Byakuya and a bit off the ground.

214C
I'll Plant It Somewhere Over Here (C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
51 - - 63 +16 -
Sets a web far away from Byakuya and high off the ground.
22X
TBD
TBD
22X
UNI2 Byakuya 22A.png
22A
Let's Have a Taste (A)
Damage Guard Cancel Property Cost Attribute
- Low -EX-, -CS-, -UNQ- Launch - -
Startup Active Recovery Overall Advantage Invul
14 - - 37 -4 -


22B
Let's Have a Taste (B)
Damage Guard Cancel Property Cost Attribute
- Low -EX-, -CS-, -UNQ- Launch - -
Startup Active Recovery Overall Advantage Invul
18 - - 46 -9 -


22C
Let's Have a Taste (C)
Damage Guard Cancel Property Cost Attribute
1998 Low (CS) Launch, Tracking 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+10 - - 81 -3 -
j.214X
I'll Plant It Somewhere Over Here (Air)
この辺に仕掛けておこうかな?
j214X
UNI Byakuya j.214X.png
j214A
I'll Plant It Somewhere Over Here (Air A)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
43 - - - - -

Byakuya sets a web right in front of him while airborne.

j214B
I'll Plant It Somewhere Over Here (Air B)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
49 - - - - -

Byakuya sets a web about a quarter screen away and right below him.

j214C
I'll Plant It Somewhere Over Here (Air C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
51 - - - - -
Byakuya sets a web about a half screen away and a character's-length below him.
214X~X
No Point in Running
逃げてもムダさ
214(x)~(x)
UNI Byakuya 214XX.png
214X~X
No Point In Running
Damage Guard Cancel Property Cost Attribute
- - -UNQ- - - -
Startup Active Recovery Overall Advantage Invul
13 - - - - -
A command jump followup to Byakuya's 214X series that flings him past whichever web he set.
214X~X~X
Caught You!
ほーら捕まえた
214(x)~(x)~(x)
UNI2 Byakuya j.C.png
A Version
UNI2 Byakuya 214XXB.png
B Version
UNI2 Byakuya 214XXC.png
C Version
UNI Byakuya 214XXD.png
D Version
214X~X~A
Caught You! (A)
Damage Guard Cancel Property Cost Attribute
680 High, Air Shield -EX-, -CS- Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 12 on landing - - -

An overhead followup to 214X~X.

214X~X~B
Caught You! (B)
Damage Guard Cancel Property Cost Attribute
898 High, Air Shield -N-, -EX-, -CS-, -SP- during vorpal Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 12 on landing - - -

An overhead followup to 214X~X that bounces Byakuya into the air, allowing him to perform more air attacks. If you have vorpal you can special cancel this move into an aerial webset.

214X~X~C
Caught You! (C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air Shield -EX-, -CS- Wall Bounce - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 4 14 on landing - - -

A followup to 214X~X that hits behind Byakuya and wallbounces the opponent.

214X~X~D
Caught You! (D)
Damage Guard Cancel Property Cost Attribute
898 Mid -EX-, -CS- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
36 - 12 on landing - - -
A followup to 214X~X that sets a ground web beneath Byakuya.
214[X]
I'll Plant It Somewhere Over Here (Increase)
この辺に仕掛けておこうかな?
214UNI Input Hold.png[X]
UNI Byakuya 214XX.png
214[X]
I'll Plant It Somewhere Over Here (Increase)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
A command jump that flings Byakuya towards whichever web was most recently placed.
214[X]~X
Caught You! (Increase)
ほーら捕まえた
214([x])~(x)
UNI2 Byakuya 214X IC A.png
A Version
UNI Byakuya 214X IC B.png
B Version
UNI Byakuya 214X IC C.png
C Version
UNI Byakuya 214XXD.png
D Version
214[X]~A
Caught You! (Increase A)
Damage Guard Cancel Property Cost Attribute
680 High, Air Shield -EX-, -CS- Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 23 35 - -

An overhead followup to 214[X] that hits behind Byakuya.

214[X]~B
Caught You! (Increase B)
Damage Guard Cancel Property Cost Attribute
647, 898 (1410) Mid, Air Shield (falling attack), Mid, Air (web) -EX-, -CS- Launch (falling attack), GRD Steal, Snare (web) - Strike, Dive (falling attack), Strike (web)
Startup Active Recovery Overall Advantage Invul
29 11 - - - 15~19 / 41~45 Full

Byakuya teleports away, places a web at his previous location, and reappears with a multi-hitting air attack. Not an overhead.

214[X]~C
Caught You! (Increase C)
Damage Guard Cancel Property Cost Attribute
898, 898 (1481) Low (slide), Mid, Air (web) -CS- Knockdown (slide), GRD Steal, Snare (web) - Strike, Foot (slide), Strike (web)
Startup Active Recovery Overall Advantage Invul
22~36 11 - - -9 (+15 when web connects) 14~25 / 37~48 Full

Byakuya teleports away, places a web at his previous location, and reappears with a low sliding attack similar to 66B.

214X~X~D
Caught You! (D)
Damage Guard Cancel Property Cost Attribute
898 Mid -EX-, -CS- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
36 - 12 on landing - - -
Byakuya sets a web beneath him.

Super Moves

Infinite Worth

Become a Part of Me
僕の一部になりなよ
41236D
UNI2 Byakuya 41236D.png
41236D
Become a Part of Me
Damage Guard Cancel Property Cost Attribute
3150 Unblockable - Knockdown, Combo Ender 200 EXS Throw
Startup Active Recovery Overall Advantage Invul
9 - - 90 - -
Byakuya snares the opponent in a giant web before performing a multi-hitting super attack.

Infinite Worth EXS

Endless Nightmare
終わらない悪夢
A+B+C+D
UNI Byakuya ABCD.png
A+B+C+D
Endless Nightmare
Damage Guard Cancel Property Cost Attribute
- All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
3+14 2 51 69 -25 1~? Full

Byakuya 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

Rebeat Table
Attack Chain Advantage
5C/2C/3C 5A/2A -3
5B/2B/5BB 5A/2A -5
Gap Table
Attack Chain Frame Gap
5A/2A 5C 1
5A/2A 3C 2
2C/5C 5B(w) 5BB 6
236B 236B~6X 1
236B~6X 236B~6X~6X 5
236A~6X 236A~6X~6X 1

Videos

External Links

Colors

Default Unlocks

001 Midnight Spider
002 Hell Smoke
003 Ende Regen
004 Drought Earth
005 Rotten Pomegranate
006 Falsehood Night
007 Maple October
008 Dirty Wisteria
009 Bamboo Spear
010 Withered Lilac

Customization Unlocks (2000 IP Each)

011 Blue Ripple
012 Another Galaxy
013 Knight of Mercury
014 Mud Crater
015 Bottom of Abyss
016 Desert Sun
017 Flash White
018 Fullmoon Light
019 Cunning Tiger
020 Valley Magnolia
021 Spurt of Blood
022 Deep Azalea
023 Madness Glow
024 Attack of the Orange
025 Gletscher Satchel
026 Plague Soleil
027 Creeping Villain
028 Tricolor Trooper
029 Rose Thorn
030 Norland Sibling
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