Under Night In-Birth/UNI2/Byakuya/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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.

Getting Started

note: big wip, this page was imported over from clr's combo page, and appropriate edits/cuts will be made.

Notation for 236x 22x and 214x series

236X (rekka) and 214X (web) both have 2 unique followups. The first two parts of 236X and 22X can be cancelled into a web (and subsequently followed up) by pressing 4X (A/B/C), resulting in notations such as 236A-6A-4A-A-B or 22A-4B-B-B that look like an unreadable mess at first.

-4X after a rekka/22x input denotes a web cancel, more buttons following denotes web fling and followup.

examples
236X-6X-4X = 2 rekka steps, cancel into web.
236X-6X-4X-X = 2 rekka steps, cancel into web > fling.
236X-4X-X-X = 1 rekka step, cancel into web > fling > followup attack.
22X-4X-X = 22X, cancel into web > fling.

Note: Web fling (214X-X) can be input with A/B/C.

Starter Combos

Combo Damage Cost Meter Gain Location

Mission 4-2. A suitable day one combo that works off any normal starter (including assault j.C and 2AAA), has decent corner carry and allows for metered enders and side switching (press A again after the first 236A-4A and pick up with 2c - i.e., 2A 2B 2C 236A-dl.4A-A dl.2C 236A etc).

Mission 5-1, introduces combo structure that requires proper 236B delays integral to other Byakuya BNBs.

CLR/ST Mission 4-1, ol' reliable. Go-to route if unsure of starter. Higher meter generation than above route, but not necessarily mandatory to learn.

Mission 5-2. Go-to route for B button or stronger starters. Lots of small delays in different places are needed to do this right, refer to FAQ (or the demo in mission mode).

Basic route off throw -> web snare.

FAQ

How do I do 236B-6B-4A-A j.2[C]?

Delay the web (4A) after 236B~6B as much as possible (but not the fling after). The lower to the ground the web snare is, the easier the rest of the combo will be. Holding 8 (jump) after the web fling can help with understanding when to jump for the j2[C] when starting out, but is not recommended in practice.

How do I do 5B/C 3C j.B j.2C j.C 66B/2C?

As mentioned above, lots of delays in different places are needed for stability.

  • Similarly to the above route, delay the web in 236B-B-4A. You'll want them about half a character height above the ground when the web hits.
  • Walk back slightly before doing 5B/C.
  • Slightly delay j.B until you are at the apex of your jump.
  • j.2C does not need to be delayed.
  • Delay j.C until you're about to hit the ground. When picking up with 66B, buffer 66 as you see j.C's animation start, and press B as soon as you land.
    • 2C pickup allows for less delay on the j.C, but isn't as consistent due to being slower than 66B. It is strongly recommended to practice picking up with 66B.
  • When doing j.2C j.C 66B, if 66B is input too early, Byakuya will whiff j.B instead and 66B will not come out. Take caution to time 66B properly.
    • You can also cast j.2C j.B 66B instead for a more lenient 66B timing.
Why do I keep getting 66B 623A instead of 66B 236A?

Reset your directional to neutral in between 66B and 236A.

Why is my combo dropping before 2C/66B 236A-6A-6A (623C)?
  • Usually due to proration, either from a weak starter or using the same move more than once in a combo (Same Move Proration, or SMP). Try to avoid SMP early in a route when possible.
  • Adding a VERY slight delay to the web followup attack beforehand (236A-4A-A-dl.A > 66B) can also help if it won't cause a drop.
  • Try buffering 66B earlier, as well as using directional inputs instead of the dash macro - macros have a much smaller buffer window of only 3f, while directional inputs have a 11f buffer window.
How do I convert off other starters, such as Force Function or 3C air hit (anti-air)?
  • Byakuya's routes are all very similar, fortunately, and a route similar to mission 4-2 will work for just about anything.
  • Force Function in particular can simply be picked up with 66B/2C into the usual.
  • 3C (on counter and air hit) can be whiffed into 2A and picked up with 2C into the usual.

TO DO: REMAKE THIS

Byakuya Combo Guide by Wonderful Deluxe, a great visual guide for troubleshooting drops.

Theory

[st] Theory

Almost all [st] combos will look like

 ground normals > 236B-6B-4A > 1-2 normals to pick up from web snare > air series (usually j.B j.2C j.C) > ground normal pickup > 236A-4A-A-A > otg (66B/2C) > ender
  • Byakuya can side switch early in his combos by inputting A/B/C after a web snare (236B-6B-4A-A), and then continue with the route as usual.
  • Combos that start in the corner can place a floor web without dropping. e.g. xx 236B~6B~dl.4C~C~D 5B/66B etc.
  • Usual web snare pickups will be 5B, 5C, 3C, 5B 3C, 5C 5B.
    • If only 5C is used, air series will typically exclude j.B. (e.g. 5C j.2C j.C 66B/2C)
  • Try to avoid reusing normals where they can to avoid SMP (same move proration), which affects both hitstun and damage scaling negatively.
  • If opponent is in the corner by the time you land xx > 236A after the air series, you can replace 236A~4A~A~A with 236A-4A-A-B j.A (whiff) instead for stabality, and sometimes extra damage.
  • You can also use 3[C] 214C-C-A/B after a corner web snare (in exchange for the usual floor web in corner routes). This leads into Byakuya's most damaging routes, but unless going for a kill, the floor web is usually preferred for its stronger oki afterwards.
  • For weaker starters or extra stability, the air series can be excluded, picking up with 2C post-web snare instead. (e.g. 5A 5B 5C 236B-6B-4A 2C 236A-4A-A-A etc)
  • A ground bounce must be saved if letting the last rekka fully play out (236A-6A-6A) before a metered ender. Can end with otg > 236A(1) > 236C/623C/etc if 2 bounces were already used.
    • Another niche ender that saves ground bounce is 236A-6A-6A(cancel last rekka before its final hit) > 236C/623C.
[clr] Theory
  • The damage scaling nerf on 236X results in [st] optimal routes doing anywhere from 100-200 less damage.
  • To circumvent having to use 236X early in a route to pick up, most starters go into 2C 5C/2B 214A/B to set up the first web snare in a combo.
    • While necessary to be optimal damage-wise, this is harder to confirm into, and limits pressure options due to having to keep normals in reserve. It is more practical to use this kind of route for punish situations.
    • Unless the opponent is in the corner by the time the air series finishes, it will also only steal GRD once due to only using ground webs. Being in the corner allows use of 236X-6X-4X (air web) instead of 236X~4X (ground web).
  • 214X-X-C had its damage scaling buffed in [clr]. Most new optimal routes will make use of this move, other than 3[C] corner routes.
    • Placement is flexible - it can be used early for corner carry after an initial web snare, or near the end of a route that has already put the opponent into corner for extra damage.
  • With the heavy CVO nerfs in [clr], the only time a CVO ender outdamages whiff VO + CS enders is with 200 meter upon CVO activation and < 30% health.
UNI2 Theory
  • Routes will mostly look the same as in previous versions, other than substituting a 236A use for 22A in corner to avoid rekka SMP. (e.g. j2C jC 66B 22A-4A instead of 66B 236A).
    • When specifically casting 4A after 22A, make sure to delay the normal before the 22A a bit, otherwise the A web will whiff.
  • If able to, using Chain Shift mid-combo to generate enough meter for a plain Infinite Worth/IWEXS ender will usually outdamage going into 623C -> whiff VO -> IW enders.
  • Tweet by Clearlamp showcasing 22x implementation in typical routes: https://twitter.com/ClearLamp_o/status/1752522360719372698

Enders

Combo Cost Location
  • Basic meterless combo ender. Poor oki, and the below ender is generally preferred for corner carry and better knockdown.
  • Meterless midscreen ender with a bit more corner carry and slightly more plus than ending with 214X-X-B j.A whiff.
  • Corner meterless ender, a couple frames less plus than 214X-X-A. j.214C-C can be done instead of whiff j.A with Vorpal, creating a meterless "web setup".
  • Corner meterless ender with just enough plus frames for a 5A/2A framekill after for autotiming 5A/2A meaty afterwards. Recommended corner ender if you don't have 100 meter or vorpal.
  • Go-to metered ender.
  • Do 236A(1) 623C instead if two bounces were already used.
  • Proration changes allow for otg 236A-6A-6A(6) 623C as well (cancel 236AAA before last hit).
  • See 623C Web Set Oki below for setups afterwards.
  • 100 meter ender for kills. Not much higher minimum damage than 623C.
  • Do 236A(1) 236C instead if two bounces were already used.
  • 100 meter VO ender. No longer strips Vorpal, may come up if you're about to win Vorpal with 5 GRD blocks and VO activation gives you the 6th to enter Celestial with.
  • Requires one ground bounce. Route must usually end early (e.g. starter > air series > 66B 236A-4A-A-C VO)
  • Depending on how high VO hits, backdash is necessary to keep corner.
  • 200 meter VO ender.
  • 214A places a web on opponent, while tk.214B places one behind you, allowing for a combo off back throw.
  • 200 meter kill ender with no Vorpal.
  • Do 236A(1) or 236A-6A-6A(6) -> IW/IWEXS instead if two bounces were already used.
  • IW/IWEXS ender for when you don't have 200 meter, but enough GRD blocks with Chain Shift to gain the rest during 5AB's animation. 12 meter can make up for 1 GRD block, and vice versa.
  • Easier execution and higher damage than the below ender unless below 30% HP.
  • Whiff VO kill route with Vorpal for if you have less than 175 meter before 623C.
  • If ending with IWEXS, use 236A to break the 623C cocoon beforehand.
  • ~250 damage gain over raw IW/IWEXS when done below 30% HP.
  • Whiff VO kill ender with Vorpal. About 100 damage less than raw IW, in exchange for maximum meter gain.
  • Whiff VO kill ender with Vorpal. ~350 extra damage compared to raw IW/IWEXS below 30% HP, but no meter carryover.
  • Marginal damage gain (~75) over raw IW when done above 30% HP.
  • at 190+ meter, CS can be done after the second 623C instead for the same meter gain the above ender provides.
  • < 30% health CVO -> double EX ender.
  • Filler normals can be put in before 236A(1) as desired midscreen.
  • Not really optimal in any case and requires a full 200 meter before popping CVO, but easier execution and only about a ~100 damage loss compared to above whiff VO ender.
  • Midscreen: cancel 236C before the last hit so IWEXS doesn't whiff.
  • Corner: cancel 236C after the last hit if you have a ground bounce left, as the last hit does the most damage.
  • < 30% health 623C -> CVO ender.
  • Filler before CVO is not mandatory, but recommended if not already at 200 meter before 623C.
  • Around the same damage as above ender, with extra benefit of not requiring exactly 200 meter before starting to dump meter.
  • 200 meter ender with 5+ grd blocks.
  • ~500 damage gain over raw IW/IWEXS. Highest-damage ender if able to get 5 GRD blocks before Chain Shifting.
  • 200 meter ender with 7+ grd blocks.
  • ~650 damage gain over raw IW/IWEXS. Highest-damage ender if able to get 7 GRD blocks before Chain Shifting (will likely only happen in Celestial).
  • Dash before 2C required if midscreen.

623C Web Set Oki

Combo Cost Location

Video Tweet by @Sketched

Combos

Listed meter gain is calculated without Vorpal for either player.

A Starters

Combo Damage Cost Meter Gain Location

Stable A button midscreen route. Works off 2AAA.

A button route that puts a floor web down mid-route.

2B can be replaced with 5C for more damage, but is a very tight link.

Corner allows for stable inclusion of 22A, 214X-X-B, and 236A-6A-4X-X-A in routes (better damage/meter gain).

66B 22A-4A-X-A is technically possible midscreen but requires a finnickly delay between 66B and 22A and is generally unstable outside of corner.

If not dumping meter, recommended to end with 236A-6A-4B-X-B instead of A.

With Vorpal, 66B onward can be replaced with 236A-4A-A-B j.214C-C to create a meterless web setup.

Simple meterless web set route. Ending in 22A-4B-X-B instead places a web that is too tall for opponents to clear standblocking (except Merkava and Enkidu) , but will still combo on throw.

Higher damage route when opting for the j.214C-C webset ender. Will not work on 2AA starters.

5C can be replaced with 2B for a more lenient link, but makes the rest of the route unstable and is not recommended.

The tk on 214A is optional, makes the C web followup attack more consistent, and the tk.214B after less consistent (and vice versa for non-tk 214A). Pick your poison.

B/C Starters

Combo Damage Cost Meter Gain Location

Mission 5-2. Works off any B/C button except tip range 66C, with different normals being substituted in to avoid SMP. Recommended routing to learn first.

More advanced routing that uses 214X-X-C for guaranteed corner from any screen position.

Somewhat tight dash and 5B/3C pickup after 214X-X-C but relatively stable with practice.

Early B rekka pickup into 214X-X-A route. Stable routing for near corner when 214X-X-C would otherwise launch the opponent over you.

The dash through after the first snare is mandatory for 214B to not drop afterwards. You can use 214A instead to skip the dash.

The j.2C after 5BB is not tk'd.

Replace 5BB with 2B if starting with 5B.

Corner BnB, sets a floor web. Recommended to learn first.

66B onward can be done from midscreen start (without the floor web) if opponent is in corner by then.

Corner route that excludes a floor web for higher damage. Also useful when you specifically do not want to end with a floor web (e.g. Akatsuki, Enkidu)

Meterless web set ender corner route.

Same route as corner A starter with an extra j.2C and 66B thrown in. Pretty difficult to consistently do; the j.2C can be omitted for a -15 damage penalty to make the combo easier.

More stable routing for meterless corner web sets.

66C Starters

Combo Damage Cost Meter Gain Location

Far 66C confirm. Stable, but with finicky whiffs at the beginning.

214X-X-B must be whiffed in front of snared opponent, the j.A after must be whiffed under opponent (just about as you land).

Simpler far 66C confirm if you aren't feeling the whiffs in the above route.

Double 66C route for when the first one isn't cancelled into 214C in time. Great for stray hit confirms or if you just need more time to confirm a 66C hit.

Omit 3C if 5B hits higher up.

In the corner, you can link 66B after 66C bounces opponent off the wall into a full combo.

Assault Starters

Combo Damage Cost Meter Gain Location

Same route as A button starters. Uses j.B instead of j.C in air series to avoid SMP.

Counter hit [st] route.

Counter hit [clr] route.

Anti-Air Starters

Combo Damage Cost Meter Gain Location

Basic confirm off any non-counterhit air hit.

More reliable route off tip 5A hits or if opponent gets hit lower to the ground.

j.A air to air hit start route.

On 3C (or 5B) air hit, you can go into any B/C button start route.

Non-Counter Hit 3C air hit confirm. 5B can be added for stability if opponent is high up in the air.

66B 236A-4A-X-A must be replaced with 66B 236A-4A-X-B j.A(whiff) or excluded if 5B is used.

Simple 236 CS confirm. Important starter to look for with how good of an anti-air and punish tool Byakuya's 236C is.

Other Starters

Combo Damage Cost Meter Gain Location

Basic throw combo that will work anywhere, including after 623C -> web setup.

After a corner 623C setup, you can combo into the back web (tk214B) by either back throwing (4AD) or throwing and then holding 1 or 4 after.

Corner throw combo.

Confirm for tk.j2C OS(191CAD/171CAD).

j.B after j.2C is technically more damage but j.A is more consistent against crouching opponents.

j.2[C] confirm that uses a different air series that excludes j.2C to avoid SMP.

The usual 5B 3C j.B etc route after 236B-6B-4A also works fine.

Videos

External Links

UNIELst Byakuya Combo Guide by iThatGuy_ and sketched

Uniclr Byakuya Preliminary Combo Doc by bickeringotters

Byakuya CLR Combo Doc by とみお