Under Night In-Birth/UNI2/Kuon

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Uni2 profile kuon.png

Story

In the story of the Night, Kuon stands as the root of all evil.
He is a Re-Birth--said to be the strongest form of existence.
Kuon has lived for 500 years, wielding the inexhaustible power of the Night; now, he aims to bring an end to the world.
Long ago, Kuon and his sister Linne were charged with protecting the Power of Sealing.
However, the immense power eventually consumed Kuon, and he lost sight of himself.
Now he desires further power--which he can attain by seizing the other half of the Power of Sealing possessed by his sister.
Kuon's arch-nemesis fled beyond the Night. By taking Linne's power and breaking the wall of the Night, Kuon hopes to reach him.

The resulting destruction of the world is merely the means to that end.

My guests will start arriving here at the abyss shortly... to become the stakes with which I bore through the wall of the Night.
I must defeat every last one of them.

Gameplay

Kuon has a zoner's toolkit and a unique flight ability that allows him to control his opponents anywhere on the screen. He has long-range specials to keep away or fight at range, but also has tools to close the gap when Kuon's turn arrives.


Strengths Weaknesses
  • Airgame: Heavenly Law, its followups, and other strong aerial attacks and projectiles make Kuon difficult to contest midair.
  • Projectiles: Kuon has several projectiles useful for zoning, counterzoning, and area denial, making him a very adaptable character in neutral.
  • Mobility: Kuon's run is great at covering long distances, on top of his access to several teleports, his increased flight speed in vorpal, and many advancing attacks.
  • Pressure: On top of being useful in neutral, Heavenly Law can be used to quickly reset pressure, or run semi-ambiguous high/low/throw mixups, while dealing chip damage with most of your normals on block. 214X also serves as an excellent corner oki tool that gives him reversal-safe setups.
  • GRD expenditure: Heavenly Law, being a Force Function, drains Kuon's GRD gauge for its entire duration so long as he isn't moving towards the opponent, with the activation alone taking a large chunk of it. This forces Kuon to forfeit Vorpal in a lot of situations, or play around gaining GRD and use the move less.
  • Rebeats: Kuon's rebeats are more disadvantegous than most other characters, forcing him to resort to riskier options to reset pressure, or use moves that cost large amounts of resources, with Heavenly Law in particular being both.
  • Abare: Kuon only has access to 6 frame abare and slower reversals, making him less efficient in close range scrambles.

Character Stats

Health Smart Steer Route
10100 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -910 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
6 1800 180 4500
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
6 29 -45670 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Similar to Hyde, Kuon's blade normals deal chip damage.
Vorpal Trait
  • Increased chip damage from normals
  • Faster movement speed during Heavenly Law
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 Kuon 5A.png
Damage Guard Cancel Property Cost Attribute
200 Mid - - - -
Startup Active Recovery Overall Advantage Invul
6 - - 21 -4 -

Standard jab at 6 frames with decent reach.

  • Tall enough to anti air but not consistently.
  • It still hits crouching opponents, so it mostly sees use in pressure and hitconforming.
  • One frame slower to recover than 2A, so it's not your best option for rebeats.
5B
5B
5B
UNI2 Kuon 5B.png
5B
Damage Guard Cancel Property Cost Attribute
490 Mid - - - -
Startup Active Recovery Overall Advantage Invul
9 - - 30 -6 -

Very important poke and combo tool. Low profilable, but rarely.

  • Outranged and slower than 2B, but hits sme airborne opponents.
  • Converts into several routes at many ranges, and a good starter too.
5C
5C
5C
UNI2 Kuon 5C.png
5C
Damage Guard Cancel Property Cost Attribute
690 mid - - - -
Startup Active Recovery Overall Advantage Invul
12 - - 39 -10 -

Increasable advancing slash that's great for pressure and hitconfirms.

  • Moves Kuon forward enough to help stay close for combos or offense.
  • One of Kuon's best starters, and a damaging extender mid-combo.
  • Hits opponents OTG after moves like 3C or 236X~X
  • -3 if followed with a whiffed 2A, which is Kuon's least minus rebeat option.
Damage Guard Cancel Property Cost Attribute
780 mid - B button into 5[C] 9f gap, C button into 5[C] 7f gap - -
Startup Active Recovery Overall Advantage Invul
24 - - 59 -5 -
  • Does not change grounded hitstun or blockstun, so it's not more adventageous on rebeat.
  • Increases distance travelled compared to non-increased version.
  • Increases damage but lowers proration, so its use as a combo tool is more specific.

Crouching Normals

2A
2A
2A
UNI2 Kuon 2A.png
Damage Guard Cancel Property Cost Attribute
160 Mid - - - -
Startup Active Recovery Overall Advantage Invul
6 - - 20 -3 -

6 frame jab with more recovery than most. Not a low.

  • Despite its recovery, still Kuon's best normal for rebeats.
  • If not used for rebeats, still quite good for pressure, and it can be hitconfirmed into a surprising amount of damage.
2B
2B
2B
UNI2 Kuon 2B.png
Damage Guard Cancel Property Cost Attribute
460 Low - - - -
Startup Active Recovery Overall Advantage Invul
8 - - 30 -7 -

Long range and relatively fast low poke, Kuon's main low attack.

  • Primary mixup tool, but preferable over 3C due to its safety.
  • Can be used to poke, but will often be avoided by jumps or low crush moves.
  • Highly active, but not enough to be plus as a meaty.
  • Otherwise good as string filler, and useful in some juggles.
2C
2C
2C
UNI2 Kuon 2C.png
2C
Damage Guard Cancel Property Cost Attribute
640 Mid - - - -
Startup Active Recovery Overall Advantage Invul
10 - - 34 -7 -

Advancing launching slash with good vertical reach. Very important tool for anti-airing and combos.

  • Consistently leads to combos using 22A when anti-airing, but has more optimal routes available on counterhit.
  • Launches the opponent high, which plays an important role in many routes.
  • Its forward movement makes it better at hitconfirming, but can actually cause a whiff when anti airing opponents above Kuon.
  • Is actually one of Kuon's best starters due to its followup options

Air Normals

j.A
j.A
jA
UNI2 Kuon j.A.png
Damage Guard Cancel Property Cost Attribute
140 High - - - -
Startup Active Recovery Overall Advantage Invul
8 - 2 on landing 25 - -

Fastest jumping attack. Great for offense in conjunction with Heavenly Law.

  • Flight jA is Kuon's fastest overhead option at 25 frames if done perfectly. While it's not very hard to block, it's unthrowable, beats lows, and is +6~8 on block, serving as a very effecive pressure reset.
  • As a light jump normal, it's weak to shield, but done from flight it has two hits, making it safer if only one hit is shielded, and it can also be mixed up with land > throw to dissuade shielding.
  • Can also be used for more traditional purposes, as a short range air-to-air, or for reverse beat overhead pressure.
j.B
j.B
jB
UNI2 Kuon j.B.png
Damage Guard Cancel Property Cost Attribute
420 High - - - -
Startup Active Recovery Overall Advantage Invul
9 - 3 on landing 30 - -

Air-to-air with notably long range.

  • Mostly used as combo filler, or as a long range alternative to Flight jA or Flight jC.
j.C
j.C
jC
UNI2 Kuon j.C.png
Damage Guard Cancel Property Cost Attribute
590 High - - - -
Startup Active Recovery Overall Advantage Invul
12 - 4 on landing - - -

Very large air normal with a crossup hitbox. Also one of the most damaging air normals Kuon has.

  • Primary combo filler with a healthy amount of hitstun. Great for converting from air-to-airs into grounded combos.
  • Great normal during Assault and low Flight, where it's plus unless both hits are shielded, and even then, Kuon is safe.
  • Its large hitbox makes it preferable as a jumpin, where it can be cancelled into Flight for diverse pressure options.
Damage Guard Cancel Property Cost Attribute
760 High - - - -
Startup Active Recovery Overall Advantage Invul
20 - probably 4 on landing long - -

Not different from jC in blockstun, but floats the opponent higher on hit.

  • Mostly used for fakeouts during Flight or Assault, as its not used in any of Kuon's optimal bnb's.
  • If it does hit, it can lead to more damage than regular jC.

Command Normals

6B
6B
6B
UNI2 Kuon 6B.png
Damage Guard Cancel Property Cost Attribute
520 Mid - - - -
Startup Active Recovery Overall Advantage Invul
11 - - 38 -12 -

Advancing downwards slash. Sends the opponent dowards on air hit.

  • One of the most common normals in juggles into 4C, and is really a combo tool most of the time.
  • While not good on block, it's advancing, meaning it can be useful for pressure.
6B~6B
6B
6B6B
UNI2 Kuon 6B 6B.png
Damage Guard Cancel Property Cost Attribute
590 Mid - - - -
Startup Active Recovery Overall Advantage Invul
- - - 50 (full sequence) -11 -

Followup to 6B, not available from other normals. Launches the opponent with a really long untech time.

  • Central combo tool, and often cancelled directly into 4C for a knockdown.
  • Can actually go into slower moves like 6C and 214B for unique combo routes.
  • Like 6B, advances (with the same blockstun), so it can be used in pressure strings to keep close to the opponent.
  • Has a longer cancel window from 6B than other moves, so it works as a frametrap normal.
6C
6C
6C
UNI2 Kuon 6C.png
Damage Guard Cancel Property Cost Attribute
240×4 (852) Mid/Air - B button into 6C is a 10f gap, C button into 6C is an 8f gap - -
Startup Active Recovery Overall Advantage Invul
25 - - 62 -5 -
j.6C
j.6C
j6C
UNI2 Kuon j.6C.png
Damage Guard Cancel Property Cost Attribute
710 - - - - -
Startup Active Recovery Overall Advantage Invul
13 - 4 on landing 31 - -

Horizontal attack that launches the opponent to the other side of the screen for a wallbounce, making it a very important combo tool.

  • The fullscreen launch can usually be followed up with 623B midscreen, giving Kuon his good corner carry.
  • The untech time on the wallbounce is long enough to allow for a variety moves to connect in the corner, allowing for stronger routes.
  • Despite its looks, this move reaches shockingly low, and is actually Kuon's most adventageous jump normal most of the time, and often + on shield.
4C
4C
4C
UNI2 Kuon 4C.png
Damage Guard Cancel Property Cost Attribute
660 Mid - - - -
Startup Active Recovery Overall Advantage Invul
15 - - 32 -8 -

A downwards slam with Kuon's swords that knocks down opponents. Very large hitbox.

  • Key component in getting knockdowns on airborne opponents.
  • Has the same blockstun as 5C, so it can be used to rebeat with 2A, which is easier as 4C has no forward movement.
  • Reportedly supposed to have head invulnerability, but currently has none.
3C
3C
3C
UNI2 Kuon 3C.png
Damage Guard Cancel Property Cost Attribute
640 Low - - - -
Startup Active Recovery Overall Advantage Invul
8 15 13 35 -10 ~ +4 -

3C is a very long range slide attack that can close gaps very quickly and convert into combos no matter how it hits.

  • Very active, to the point that a spaced slide can be not only safe, but plus on block.
  • Only cancelable to specials on hit, but if spaced well, it can link to other attacks.
  • Cancels to EXS and Chain Shift on block, making it a good tool to get in close and reset pressure gaplessly.
  • Part of Kuon's most common ender sequence, cancelled into 236A~X for a knockdown.
  • One of the only moves in Kuon's aresenal that DOES NOT deal chip damage.

Dash Moves

66A+B
66A+B
66A+B
UNI2 Kuon 66AB.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 39 - 10~13 Strike

A teleport that tracks the opponent and appears a set distance behind them, except in the corner, where Kuon stays in front. Only performable during a dash.

  • Has very long recovery, making it very rare for the opponent to not retaliate upon seeing this.
  • Due to Kuon's restricted midscreen setplay options, it's not possible to set up any efficient crossups using this.
  • Useful mainly to get to the opponent's location when they're far away and knocked down, but it is very rarely better than running in.
  • A message in-game shows that 66A+B has invul, however it seems to have very little of it, and not early in its duration.
  • Can be chainshifted around 8 frames before the end of its recovery. The only usage for this is getting plus frames in specific knockdown situations.
66B
66B
66B
UNI2 Kuon 66B 1.png
Damage Guard Cancel Property Cost Attribute
490×2 (931) Mid - - - -
Startup Active Recovery Overall Advantage Invul
10 - - 46 -4 -

Kuon spins on one leg and performs two advancing hits. Both hits are special cancelable on hit or block.

  • The first hit, for some reason, has an incredible amount of untech time, which makes it a central combo tool for juggles.
  • Cancelling the first hit with Heavenly Law is Kuon's only relaible way to be plus upon flight activation due to its similarily high blockstun.
  • Lacks the range of many other dash attacks, making it less useful as a neutral tool.
  • The second hit is a lot weaker than the first, but can still be used in certain combos to go into 22X, or to confirm the move hitting from neutral.
66C
66C
66C
UNI2 Kuon 66C.png
Damage Guard Cancel Property Cost Attribute
940 High - - - -
Startup Active Recovery Overall Advantage Invul
27 - - 50 -6 -

Relatively slow and REALLY obvious overhead, but goes airborne and combos for free to compensate.

  • Since Kuon has several other overheads that are less obvious and at least plus while still comboing, this one is rarely used for mixups.
  • Special cancelable after landing, even on block.
  • Knocks the opponent down, allowing for links afterwards. This also makes it your best knockdown for 214X setplay.
  • Kuon is lifted off the ground for the move, beating lows and throws, but granted, he has safer options for that purpose.

Universal Mechanics

Force Function
Heavenly Law
5B+C
UNI2 Kuon BC.png
B+C
Heavenly Law
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
17 - - - - -

Kuon's central mechanic, defining both his neutral and offense. Heavenly Law (also known as Float or Flight) is a float that drains GRD to put Kuon airborne where he can move in all 8 directions, and changes his move list until the move ends, rendering him unable to block. Performing any attack ends the move, and it cannot be done again until Kuon lands.

  • Performable both on the ground or midair, and cancelable into from normals both airborne or grounded. This includes cancels from aerial assault normals, but not gounded assault ones.
  • The direction input during B+C changes what direction the flight initiates towards.
  • Initially costs around 2 block of GRD, and drains more as long as Kuon isn't approaching the opponent.
  • All of Kuon's air normals gain a second hit if cancelled into from flight. He loses access to j6C.
  • 6B+C triggers a falling, multi-hitting version of j236X, with no followup moves but good combo opportunities.
  • 4B+C has Kuon throwing a stronger version of 214X from midair downwards before teleporting into the middle of the wheel. This is always plus.
  • 2B+C is a multihit version of j623A with roughly the same frame data and followup options.
  • D cancels the flight and gives Kuon access to his air attacks, but not assault. Is affected by any directions input during cancel.
[B]+[C]
Heavenly Law
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
44 - - - - -

After a noticeably longer startup, Kuon teleports above the opponent and enters flight. Takes a very long time for Kuon to become actionable.

  • Mostly rare to see due to being very easily countered on reaction with anti airs
  • The side it puts Kuon on is ambiguous and easily changed with slight movement, which can especially be confusing in the corner.
Throw
Throw
投げ
5A+D
UNI2 Kuon A+D.png
UNI2 Kuon AD.png
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1635 Throw - - - -
Startup Active Recovery Overall Advantage Invul
4 - - 30 - -
Solid throw that leads to oki, even midscreen. Its damage is on the higher end, and while not comboable, if the opponent is held into 214X, the damage increases to 1.8-2.2k.
Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
UNI2 Kuon 66B 2.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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI2 Kuon 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

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
Void-Piercing Shadow
236X
UNI2 Kuon 236X.png
236X
UNI2 Kuon j.236X.png
j236X
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
236A/B
Hitboxes Off
Hitboxes On
236A
Void-Piercing Shadow
Damage Guard Cancel Property Cost Attribute
818 Mid/Air - - - -
Startup Active Recovery Overall Advantage Invul
12 - - 44 -7 -

A quick, medium range laser beam. Mostly used for combos and blockstrings.

  • Not great for zoning due to its effective range, but it's also very hard to punish.
  • Unsafe on block unless spaced or cancelled
236B
Void-Piercing Shadow
Damage Guard Cancel Property Cost Attribute
870 Mid/Air - - - -
Startup Active Recovery Overall Advantage Invul
20 - - 52 -7 -

A meterless fullscreen beam with minimal travel time. The main reason behind Kuon's strong zoning and counterzoning.

  • At 20 frames, 236B is reactable but not easily, making it good for getting hits in neutral.
  • Takes a maximum of 2 extra frames to reach far away opponents.
  • Avoided with preemptive jumps, but not low profilable.
  • Not useful in combos due to its startup, but good after 5C as a frametrap.
236C
Void-Piercing Shadow
Damage Guard Cancel Property Cost Attribute
1769 Mid/Air - - - -
Startup Active Recovery Overall Advantage Invul
10 - - 41 -1 -

Fullscreen beam that's safe or plus. Not instant, but has a short travel time with a very fast startup.

  • Wallbounces on hit, leading to combos from around 3/4 screen distance.
  • Good for hitconfirming 236B and carrying the opponent to the corner from it.
236X~X
Vortex of Chaos
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - -4 -

Followup to the meterless versions of 236X: Kuon calls down a pillar identical to 22X, but with a hard knockdown. The beam tracks if 236X hit or was blocked, and appears at a set distance depending on version used if it whiffed.

  • Cancelled from 236A, this is Kuon's most common meterless combo ender. Good knockdown and damage, but no setplay without meter.
  • From 236B, this can make approaching Kuon from long distances harder, due to it countering preemptive jump into assault at some distances, potentially with a combo.
  • Safe pressure on block for both versions, serving as both a gapless pressure ender and a frametrap.
j236A
Void-Piercing Shadow (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
15 - - - - -
j236B
Void-Piercing Shadow (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
21 - - - - -
j236C
Void-Piercing Shadow (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
10 - - - - -
j236X~X
Vortex of Chaos
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
623X
Mantle of Nothingness
623X
UNI2 Kuon 623A.png
UNI2 Kuon 623A HB.png
Hitboxes Off
Hitboxes On
623A
Mantle of Nothingness
Damage Guard Cancel Property Cost Attribute
- - - 623A dissapears on the 12f - -
Startup Active Recovery Overall Advantage Invul
22 - - - -11 -

Grounded teleport kick with medium range. Puts Kuon next to the opponent, and crosses up if he is close enough.

  • Cancelable into Heavenly Law and specials on block, and into jump on hit
  • Not incredibly useful for mixups, but it puts Kuon next to the opponent for continued pressure
  • Quite a good tool for sideswitch combos, and it doesn't sacrifice a lot of damage to use it compared to normal routes
623B
Mantle of Nothingness
Damage Guard Cancel Property Cost Attribute
- - - 623B dissapears on the 16f - -
Startup Active Recovery Overall Advantage Invul
29 - - - -5 -

Teleports Kuon forward a significant distance, making him airborne for some of its recovery.

  • VERY important midscreen combo tool with amazing corner carry
  • Can again cross up, but this is less useful with 623B
  • Cancels into aerial specials on hit or block
623C
Mantle of Nothingness
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
23 - - - -18 -

Fullscreen tracking teleport with invincibility, no meterless combos afterwards and a sideswitch.

  • This move is VERY slow for a reversal, outdone at close range by [2]8X.
  • Tracks the opponent's horizontal position on the entire stage, so it's useful for anti zoning and whiff punishing.
  • Weirdly difficult to combo into, and can't consistently be followed up with Infinite Worth, so despite its damage, it's rarely used in combos.
j623A
Mantle of Nothingness (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
22 - - - -11 -

Kuon teleports to the ground below him and performs a slide with the same animation as 3C. Sadly not nearly as good as 3C and mainly used to condition opponents with meter so Kuon can use j623B.

  • Not special or FF cancelable, even on hit.
  • Has significantly worse frame data than 3C, making meter a necessity for it to be safe.
  • Only gives a meterless combo on a precisely spaced counterhit.
  • Kuon can actually be hit at ground level during the teleport animation, making highly active moves very good at beating j623A.
j623B
Mantle of Nothingness (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
39 - - - -10 -

After a noticably longer pause, Kuon teleports a short distance towards the opponent to a set height above ground and hits them with an overhead similar to 66C.

  • Between this and j623A, there is something of a mixup, but far from unreactable.
  • Unlike j623A, this can be special-and-flight cancelled on block, making it significantly safer.
  • The knockdown results in damaging, meterless combos with good corner carry without meter.
  • Can be used in combos, but is more often seen as a misinput of land->623B
j623C
Mantle of Nothingness (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
23 - - - -18 -

Identical move to 623C, just initiated from midair.

  • Has a slightly longer startup at 26 frames, making it more situational
  • Still invincible, letting you juke long range anti-air options from characters like Merkava.
22X
Vortex of Chaos
22X
UNI2 Kuon 22X.png
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Hitboxes Off
Hitboxes On
22A
Vortex of Chaos
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
14 - - - -6 -
22B
Vortex of Chaos
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
14 - - - -4 -
22C
Vortex of Chaos
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
19 - - - +12 -
j22A
Vortex of Chaos (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
18 - - - +3 -
j22B
Vortex of Chaos (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
18 - - - +3 -
j22C
Vortex of Chaos (Air)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
19 - - - -1 ~ +20 -
214X
Whirlpool of Omens
214X
UNI2 Kuon 214X.png
UNI2 Kuon 214X HB.png
UNI2 Kuon 214X HB.png
UNI2 Kuon 214C HB.png
Hitboxes Off
Hitboxes On
214A
Whirlpool of Omens
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
34 - - - +19 -
214[A]
Whirlpool of Omens (Increase)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
40 - - - +25 -
214B
Whirlpool of Omens
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
25 - - - +18 -
214C
Whirlpool of Omens
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
15 - - - +60 -
[2]8X
Barrier of Isolation
UNI Input Hold.png[2]UNI Input Then.png8X
UNI2 Kuon -2-8A.png
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Hitboxes On
[2]8A
Barrier of Isolation
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
7 - - - -14 -
[2]8B
Barrier of Isolation
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
12 - - - -29 -
[2]8C
Barrier of Isolation
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
10 - - - -38 -

Super Moves

Infinite Worth

The Silent Orchard of the Abyss
41236D
UNI2 Kuon 41236D.png
UNI2 Kuon 41236D HB.png
Hitboxes Off
Hitboxes On
41236D
The Silent Orchard of the Abyss
Damage Guard Cancel Property Cost Attribute
3442 All - - - -
Startup Active Recovery Overall Advantage Invul
15 - - 75 -32 -

Infinite Worth EXS

Black Scarlet Carving
A+B+C+D
UNI2 Kuon ABCD.png
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Hitboxes On
A+B+C+D
Black Scarlet Carving
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
Highest damage super option for 200 meter.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 2A -3
2C -3
5C 5A -4
2C -4
Gap Table
Attack Chain Frame Gap
5A 5C 1F

Videos

External Links

Colors

Default Unlocks

001 Total Eclipse
002 Fallen Sunlight
003 Green Flash
004 Deep Light
005 Twilight Fire
006 Redshift
007 Dark Matter
008 Bright Nebula
009 Cosmic Microwave
010 Red Dwarf
011 Forest Kingdom
012 Bright Giant
013 Brine Pool
014 Sunset Glow
015 Flaming Illusion
016 Endless Guilty
017 Chaos Chronicle
018 Disaster Genesis
019 Mirage Emblem
020 Grudge Stigma
021 Sacred Dogma
022 Ruin Fragment
023 Inferno Vortex
024 Dystopia Matrix
025 Strange Eclipse
026 Arcadia Demise
027 Calamity Sinner
028 Moonlight Canon
029 Crisis Nexus
030 Criminal Legion
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters