Under Night In-Birth/UNI2/Eltnum/Combos
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. |
Notes
- The TOTAL amount of Bullets used in the combo will be shown under the cost section, while the minimal amount of those bullets that must be Enhanced (ENH) will be shown right next to it.
- Most combos from past versions still work and are useful in UNI2, if you want to see a more complete combo compendium, check this doc
Getting Started
The following is a list of Combos to start off with Eltnum that are recommended to learn. They are very complete and easy, having good corner carry, meter building and most common ender for the character. They also teach vital parts for her routes that you are going to still use in more advanced combos, since they still uses whiffed A normals, j.[C] links, midcrodashes and delayed ricochet shots. If you are interested in making Eltnum your main it's recommended that you start learning these and getting them in your muscle memory.
It is recommended that you at least go through the tutorial until intermediate level to get a simple idea on her tools.
Combo | Damage | Cost | Meter Gain | Location |
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2A > 2B > 2C > jc > (dl.)j.B > j.A > j.C, 66C > 22B, 66C > 22B, 66C > 22C | 2428 | Bullets: 10 | 58.90 Opp: 28.55 |
Anywhere |
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2A > 2B > 2C > jc > (dl.)j.B > j.A > j.C, 5B > 3[C] > 236[B], 22B, 66C > 22B, 66C > 22C | 2674 | Bullets: 11 | 65.79 Opp: 33.53 |
Anywhere |
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Enders
Combo | Cost | Location |
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22B 66C 22C | 0 | Anywhere |
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3[C] 236[B] 9j.CBA AT | 0 | Midscreen |
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22B 66B 22C | 0 | Midscreen |
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22B 66C(1) j.214C 22C | EXS: 100 | Corner |
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22B 66C(1) j.214A∼6 214C 66C 22C | EXS: 100 | Midscreen |
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22B 66C(1) j.214A 623C | EXS: 100 | Anywhere |
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22B 66C(1) j.214A CVO 214A 421C 623C IWEX | EXS: 200 Vorpal | Anywhere |
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j.214A/214A 214C CS 6B 2B 5B 623A(2) IW/IWEX | EXS: 200 Vorpal
GRD: 5 blocks |
Anywhere |
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For extra resources about metered enders, check this doc
Combos
If you want to see a more complete combo guide, check this doc
Midscreen A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A 2C 5[C] 421B j.[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C | 3170 | Bullets: 11 | 75.76 Opp: 40.78 |
Anywhere |
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5A 2C 5[C] 421B 9j.[C] j.2[B] dash 5B 3[C] 236[B] 9j.CBA AT | 3191 | Bullets: 1 | 66.10 Opp: 35.23 |
Midscreen |
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5A 2C j.[C] w.j2B 22A 5C 3[C] 236[B] 421B 22B(3) 66C 22B 66C 22C | 3446 | Bullets: 13 ENH needed: 2 | 82.51 Opp: 45.37 |
Midscreen |
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Midscreen B Starters
Combo | Damage | Cost | Meter Gain | Location |
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2B 2C 5[C] 421B j.[C] w.j2B 5B 3[C] 236[B] 22B 66C 22B 66C 22C | 3231 | Bullets: 11 | 77.12 Opp: 40.85 |
Anywhere |
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2B 2C j.[C] w.j2B 22A 5C 3[C] 236[B] 421B 22B(3) 66C 22B 66C 22C | 3474 | Bullets: 12 ENH needed: 2 | 83.55 Opp: 45.29 |
Anywhere |
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Midscreen C Starters
Combo | Damage | Cost | Meter Gain | Location |
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2C 214A 2B 3[C] 421B 236[A] 5C 3[C] 236[B] 22B (md.2C(1) 22B) 66C 22C | 3022 | Bullets: 7 | 68.25 Opp: 34.39 |
Anywhere |
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2C 236[A] dash 2B j.[C] 22A 5C 3[C] 421B 236[B] 22B 66C 22B 66C 22C | 3332 | Bullets: 13 ENH needed: 2 | 88.81 Opp: 50.18 |
Midscreen |
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Corner A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A 2C 5[C] 421B j.[C] j.2[B] 236[A] 2C(1) 3[C] 236[B] 22B 22B 66C 22C | 3232 | Bullets: 12 | 77.94 Opp: 42.03 |
Corner |
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5A 2C(1) 236A 22A 5C 3[C] 236[B] 421B j.[C] j.2[B] 22B 22B 66C 22C | 3552 | Bullets: 13 ENH needed: 3 | 86.68 Opp: 46.01 |
Corner |
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5A 2C(1) 236A 22A 5C 236[A] 3[C] 421B j.[C] j.2[B] 3[C] 236[B] 22B 66C 22C | 3652 | Bullets: 9 ENH needed: 3 | 84.74 Opp: 45.50 |
Corner |
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Midscreen 22A CH Punish
Combo | Damage | Cost | Meter Gain | Location |
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22A dash 5C 3[C] j.[C] j.2[B] 421B 236[A] md.5B 3[C] 236[B] 22B (md.2C(1) 22B) 66C 22C | 3694 | Bullets: 8 | 76.97 Opp: 40.59 |
Midscreen |
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22A dash 5C 3[C] j.[C] j.2[B] 421B 236[A] 23AB6A 5B 3[C] 236[B] 2C(1) 22B 66C 22C | 4181 | Bullets: 9 ENH needed: 3 | 89.00 Opp: 47.79 |
Midscreen |
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Corner 22A CH Punish
Combo | Damage | Cost | Meter Gain | Location |
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22A dash 2C 5[C] 421B dl.[BC] 236[A] md.5B 3[C] 9j.[C] j.44 j.2[B] 2C(1) 22B 22B 66C 22C | 3736 | Bullets: 12 | 85.83 Opp: 51.37 |
Corner |
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22A dash 2C 5[C] 421B dl.[BC] 23AB6A 5B 3[C] 9j.[C] j.2[B] 236[A] 2C(1) 22B 22B 66C 22C | 4209 | Bullets: 13 ENH needed: 3 | 97.90 Opp: 59.31 |
Corner |
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22A 3[C] 421B(1) dl.5[C] [BC] 23AB6A 22A 3C 9j.[C] j.44 j.2[B] 236[A] 2C(1) 22B(4) 66C 22C | 4360 | Bullets: 9 ENH needed: 4 | 91.00 Opp: 54.85 |
Corner |
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