Under Night In-Birth/UNI2/Waldstein/Matchups

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Hyde
Linne
Waldstein
Carmine
Orie

Even

  • We have a fireball to stop Orie from running us over with Divine Thrust.
  • Orie's 236B (B-Divine Thrust) is punishable with A normals on shield (This does not include 236[B]).
  • Orie's 236A (A-Divine Thrust) is punishable with 214C or 623B or shield)
  • There is a small gap between her 214B~B. If you shield the first hit, you can mash an A normal before the second hit.
    • Her other follow ups will frame trap you though.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Gordeau
Merkava
Vatista
Seth
Yuzuriha

Disadvantage

  • Creeping Edge (3D) helps , but this matchup is still pretty bad.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Hilda
Chaos
Nanase

Advantage

  • 22X deletes Nanase's fireballs, even if she blocks it.
  • We basically win neutral instantly with it.
  • Remember that her 236C (EX Swordcar) is projectile invuln and will punish you for spamming it if you don't have CS to cancel it on reaction to her super flash.
  • Her up-close pressure is still very good, so keep her out of it.
  • If she is resetting pressure with fireballs for free, remember to mash with 5C, 2C, 214C, or even [4]6C.
  • Respect her on your wakeup. If she does a meaty fireball set (or 22X), it's very easy for her to deny all of our wakeup options.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Byakuya
Phonon
Mika
Wagner

Disadvantage

  • She has high damage, which partially eliminates the benefit of our large healthpool.
  • She has multiple ways to make herself airborne during her blockstrings, making our 360C more risky than usual.
  • Hard-to-contest frame data.
  • Her buffs mean that you can't let her sit back fullscreen, you have to be very proactive if she starts to create space. You do not want her buffing herself for free.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Enkidu

Disadvantage

  • New 6FF is a guard point. You can cancel any hit that connects with this move into 360B or 360C if you can react fast enough.
  • Has really good staggers, which can be both good and bad.
    • Good because staggers means you can sneak in shield > 360's
    • Bad because it makes it hard to take back your turn with a regular button.
  • Has many disjointed buttons that rival our reach.
  • Has many forward-advancing moves that can be made safe on block effortlessly.
  • His meaty 66B is uncontestable. It will Counter Hit our 360A, hop over 360C, and it recovers fast enough for 623C and 3D.
  • At least we can 360B his parries?

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Londrekia
Eltnum
Akatsuki

Disadvantage

  • Still one of the best at stagger pressure/tick throws, Wald's critical weakness.
  • Still jumps over your command grabs with tatsu.
  • Frame 1 parry to interrupt any of your gaps.
  • Overall just a really poor matchup.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Kaguya
Tsurugi

Slight Disadvantage

  • Versus roundstart 66B, you have:
    • 2A
    • 623B
    • 720B
    • Backdash 623A (Good reward)
    • Backdash 6C (Great reward with optimal but hard)

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Kuon


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