Under Night In-Birth/UNIST/Eltnum

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Eltnum

Introduction

She slaughters. The path she carved for herself, and those who follow in it. The potential
hidden within the have-nots, she has come to witness for herself. The threads of fate play a
trick, and the actress must once more perform. The perfect distraction from certain boredom.
Until the curtains rise on her stage once more.

Story

A mysterious girl who is said to have saved a city from a dark vampire, once upon a time...At least, in appearance. Aside from the fact that she calls herself "Eltnum", no one knows anything about this character. She suddenly appeared in the dark night, and then returned to darkness equally as fast, earning her the title of "Drifter”. The night of a city, which she claims to be her territory. It has become her mission to educate the young rookies in the strict ways of her industry.

"My goodness... Amateurs like you have no idea what I've seen in my years..."

Unique Trait/Health

Health: 10,400

Character Trait: Eltnum has two unique traits. The first is that she is one of two characters in the game to have an air throw. The second is her Bullet gauge.
If you look under Eltnums health you'll see a unique meter that displays twelve bullets and a horizontal meter underneath that with a white section. She can have up to 12 bullets at a time, that are consumed by 236x and 22A/B. Once you are out of bullets you need to manually reload with 22C before you can shoot any more, this is where that second bar with the white zone comes into play, after you initiate the reload you must hit a button to confirm the reload. If you confirm while it's in the white area you will be rewarded with a special reload (indicated by shiny/pulsing bullets) instead of regular ones.

Vorpal Trait: While in Vorpal, Eltnum can cancel her A normals on whiff. She can also backdash cancel anything that is normally special cancelable

Gameplay

Tutorial by Magnets


Neutral

Overview

Approaching on Ground
  • Generally while approaching on the ground your going to be trying to land a whip to knock the opponent down or going for dashup 5a or 5b. If you are feeling risky you can try for 2c, dash b, or dash c but all as I mentioned risky. The dash moves are unsafe on block and if the opponent happens to jump when you 2c you will die.
Approacing from Air
  • j.b into j.c is going to be your bread and butter for approaching while you are in the air. j.b is faster for beating out opponents moves in air to air as well as having a crossup hitbox for those on the ground. J.c is great to follow up with to make conversions easier. You can use j.c into j.b if you know your spacing as j.c has an amazing hit box. but it is slower so you have to be careful for that. if the opponent is trying to run under you often good use of j.214a will make them scared of that.
Stopping Ground Approaches
  • Stopping the opponent is not too hard with Eltnum. 236a is very fast and can lead to damage with meter. same with 214a if the opponent relys on projectiles to approach. Even a raw 236c is great for stopping the opponent and making them think more.
Anti-Airing
  • Eltnum doesnt really have great anti airs. If you are ballsy you can try 3c to anti air with but you will most likely die if you whiff. DP is a decent anti air with its huge hitbox and the lack of air options in this game make it easy to predict opponent movement.

Offense

fluff

Defense

fluff

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Guard Cancel Property Cost Attribute
160 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 - -2 -

A mid punch to Eltnums side. Hits mid, Standard combo starter. In Vorpal, you can whiff the move and cancel into other normals or specials to create frame traps during pressure.


2A
Damage Guard Cancel Property Cost Attribute
140 L Se,Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 2 12 - -2 -

A low kick, self cancelable. Has a fairly low profile. In Vorpal, you can whiff the move and cancel into other normals or specials to create frame traps during pressure.


5B
Damage Guard Cancel Property Cost Attribute
420 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 4 18 - -6 -

Standing kick,moves Eltnum slightly foward. block string fodder.


2B
Damage Guard Cancel Property Cost Attribute
360 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
7 4 20 - -8 -

Crouching jab that pushes the player a bit forward. Good poke. Can also be used to move closer during a backstring so you can reverse beat into an A normal.


5C
Damage Guard Cancel Property Cost Attribute
580 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 4 28 - -16 -

Unreal half screen normal, Eltnum takes a swing with her whip.


5[C]
Damage Guard Cancel Property Cost Attribute
720 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 4 28 - -14 -

Roughly the same as 5C, but makes the connection into 5CC almost airtight.


2C
Damage Guard Cancel Property Cost Attribute
350, 310 L Sp,EX,CS - - Foot, Strike
Startup Active Recovery Overall Advantage Invul
13 2(6)4 17 - -5 -

Two hit sweep, launches the opponent on hit. Hits low. On hit, 1st and 2 hit can be canceled. On block, only the second hit can be canceled. Has fairly far reach and can be used to punished whiffed moves such as Gordeau's 5C. Vital to your combo game and helpful at times in neutral


j.A
Damage Guard Cancel Property Cost Attribute
140 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 8 15 - Varies -

Downward kick, can be used for air to ground.


j.B
Damage Guard Cancel Property Cost Attribute
370 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 5 15 - Varies -

Horizontal kick with pretty okay range, has a deceptive hitbox that hits farther back than it looks. Can cross up and be used as air to air as well.


j.C
Damage Guard Cancel Property Cost Attribute
510 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 5 20 - Varies -

Aerial somersault that hits the area right in front of Eltnum.


j.[C]
Damage Guard Cancel Property Cost Attribute
975 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
19 4 20 - Varies -

Same hitbox as j.C, but keeps Eltnum in the air a little longer, which can help with avoiding some projectiles as well as altering your jump arc. On hit, it pops the opponent up into the air.

Command Normals

6B
Damage Guard Cancel Property Cost Attribute
615 H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 2 25 - -9 -

This is your overhead. Eltnum swings her leg and brings it down on the other players head. Somewhat slow but can be used to punish and GRD Break oponents who shield low. Can be followed up.


6[B]
Damage Guard Cancel Property Cost Attribute
950 H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
33 8 19 - -9 -

This is your overhead, only a bit slower. This is mostly a combo utility, on charge this move now ground bounces allowing for much more freedom with comboing from the move.

Foot attack invincible frames 26~34


5CC
Damage Guard Cancel Property Cost Attribute
450 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
22 5 17 - +3 -

Follow up to 5C, Eltnum pulls her whip back. It is a little slow, but if you make your opponent block this, you'll be at a frame advantage and reel them towards you. Unless you use 5[C], then there is gap between 5C and 5CC in which the opponent can jump out so be cautious about using this too much.


3C
Damage Guard Cancel Property Cost Attribute
450 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 26 - -10 -

A low swing that launches, jump cancel can be buffered very early by holding 8 while the move is coming out. Can be used to stuff grounded assault attempts.

Head invincible frames 7~10


3[C]
Damage Guard Cancel Property Cost Attribute
520 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
18 2 26 - -10 -

Charged version of 3C.

Head invincible frames 17~19


j.2B
Damage Guard Cancel Property Cost Attribute
350 Mid - - - Head
Startup Active Recovery Overall Advantage Invul
12 till L 11 landing - -4 standing
+0 crouching
-


j.2[B]
Damage Guard Cancel Property Cost Attribute
550 Mid - - - Head
Startup Active Recovery Overall Advantage Invul
19 till L 8 landing - -1 standing
+2 crouching(varies per character)
-

Dash Normals

66B
Damage Guard Cancel Property Cost Attribute
640 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 13 - -5 -

Eltnum short hops and then takes a swing with her leg, on hit this will wall bounce.

Foot attack invincible frames 10~14


66C
Damage Guard Cancel Property Cost Attribute
420, 500 H (Sp),(EX),CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4(10)8 15 - -5 -

A rising attack followed by a dive kick. Just as it's described it has a hitbox while she's rising as well as on the dive kick. Second hit is an overhead. Mostly used for combos. It can only be cancelled into Chain Shift on block so don't rely to much on this when not in Vorpal.

Foot attack invincible frames 8~14

Universal Mechanics

Force Function
B+C
Damage Guard Cancel Property Cost Attribute
798 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 2(6)5 25 - -12 -

Sion attacks with her whip for two hits. Mostly combo fodder. You can cancel it with an air EX move. but not normal specials.

Head invincible frames 11~21


Force Function (charged)
[B+C]
Damage Guard Cancel Property Cost Attribute
1142 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
22 3(6)4 33 - -7 -

A farther reaching version of her force function. Becomes a single hit and cancellable into Passing Link.

Head invincible frames 22~34


Throw
A+D
Damage Guard Cancel Property Cost Attribute
1621 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - +24 (hit) -

On the ground, Sion kicks and knocks her opponent down.


Air Throw
j.A+D
Damage Guard Cancel Property Cost Attribute
1160 UNB EX,CS - - Throw
Startup Active Recovery Overall Advantage Invul
3 1 X+7 - +45 (combo stun) -

Sion is also one of the only characters with an air grab. You can follow raw air grabs up with a corner combo.


Guard Thrust
214D
Normal Damage Guard Cancel Property Cost Attribute
0 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 - -12 -

Completely invincible frames 1~15

Vorpal Damage Guard Cancel Property Cost Attribute
0 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 - -12 -

fluff

Completely invincible frames 1~12


Veil Off
A+B+C
Normal Damage Guard Cancel Property Cost Attribute
0 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
20~68 2 Till L+7 - Uncharged:-13 Charged:-14 -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast Damage Guard Cancel Property Cost Attribute
0 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 - +3 -

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19

Special Moves

Hollow Point
「ホローポイント」

236X
A Damage Guard Cancel Property Cost Attribute
650 HLA EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
11 2 31 - -4[+1] -

Sion shoots out horizontally. Pew pew. This attack has little duration but very good recovery. Shoots 1 bullet. If you have purple or enchanted bullets available, the frame advantage becomes +1.

B Damage Guard Cancel Property Cost Attribute
884 HLA EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
13 2*3 55 - -7[-2] -

3 shots and has more range. If you have purple or enchanted bullets available, the frame advantage becomes -2.

EX Damage Guard Cancel Property Cost Attribute
1539 HLA (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
12 22 39 - -12 [-4] -

Laser that wall slams and gives you a free reload.


Charged Hollow Point
236[X]
A version
B version
A Damage Guard Cancel Property Cost Attribute
820 Mid EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 [21] - - - -4 [+3] -

Sion got access to her H-Moon Sigma Risers in [st]. They're trick shots that force your opponents to be wary of their angles at all times, don't count as projectiles, and nets you a cool 3.6k combo on counter-hit. Absolutely lethal.

B Damage Guard Cancel Property Cost Attribute
820 Mid EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 - - - -6[±0] -

Sion makes a richochet shot off the ceiling. Covers angles that the A version doesn't.


Warning Shot
「威嚇射撃」

22X
A Damage Guard Cancel Property Cost Attribute
800 L EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
10 3 25 - -1 -

Sion shoots 1 shot at her feet. It's not punishable on block and can be used again or with other moves to create frame traps

B Damage Guard Cancel Property Cost Attribute
1085 HL EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
17 32 18 - +8 -

Shoots 5 shots at the opponent's feet. Super safe on block but has considerable amount of pushback. This is mainly used in combos so keep an eye on your bullets. Because this uses 5 bullets, you might not want to use this for blockstrings


Reload
「リロード」

22C
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
1 - 27 - - -

There is a small frame and a white bar under Sion's bullet stock. Should you press A, B, or C to match the white bar, it will allow Sion to load a stronger set of bullets. Sion's reinforced bullets glow in the bullet meter and have improved abilities.


Etherlite Air
「エーテライト・エア」

623X
A Damage Guard Cancel Property Cost Attribute
1366 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 17 28 - -15 -

This is a DP, has upper body invincibility, and can be EX or CS cancelled in the first 3 hits.

Head invincible frames 11~16
Air Strike invincible frames 5~16

B Damage Guard Cancel Property Cost Attribute
1712 HL (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
5 19 34 - -25 -

has full body invincibility but cannot be canceled at all on block or whiff. Can chain shift on hit but can only only be followed up if it's a counter.

Completely invincible frames 1~9
Head and Air Strike invincible frames 10~23

EX Damage Guard Cancel Property Cost Attribute
1992 HL (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
3 17(5)8 42 - -29 -

This move has fast start up with invicibilty. Good for reversals and combo enders for extra damage. Can be CS canceled once she lands.

Completely invincible frames 1~27


Etherlite Ground
「エーテライト・グランド」

214X
A Damage Guard Cancel Property Cost Attribute
800 L (EX),(CS) - - Foot
Startup Active Recovery Overall Advantage Invul
13 4 24 - -8 -

Sion lays some etherlite to trip up the opponent. The A version is a low and if spaced properly is tough to punish on block but you are at a frame disadvantage.

B Damage Guard Cancel Property Cost Attribute
960 HL (EX),(CS) - - Foot
Startup Active Recovery Overall Advantage Invul
18 4 27 - -11 -

B version is a mid and has more range. Good for catching people jumping.

EX Damage Guard Cancel Property Cost Attribute
1850 HL (CS) - - Foot
Startup Active Recovery Overall Advantage Invul
10 7 22 - -9 -

The EX version hits mid and is air unblockable. It leaves the opponent in a standing position so you can follow up with a combo or go for a reset.


Cutting Sync
「カッティング・シンク」

421X
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
1 - 19 - - -

Command dash. The A version makes her duck and move forward. Sion can move through her opponent with this.

Projectile invincible frames 4~21
Throw invincible frames 8~21

B Damage Guard Cancel Property Cost Attribute
931 HL Sp,EX,CS
(J),(Normals)
- - Strike
Startup Active Recovery Overall Advantage Invul
25 2(2)3 26 - -15 -

The B version makes her kick straight up after the dash. You can jump or reverse-beat cancel this on hit. On block this move can cancel into other special moves which makes it possible to stagger pressue, though it's not recommended.

Projectile invincible frames 6~24
Throw invincible frames 10~20

EX Damage Guard Cancel Property Cost Attribute
1629 HL (CS)
(Jump Normals)
- - Strike
Startup Active Recovery Overall Advantage Invul
7 13 34 - -20 -

The EX version make her move forward at double speed, then rise up with a multi-hitting kick. You can reverse-beat cancel this on hit as well.

Completely invincible frames 1~3
Strike and projectile invincible frames 4~19


Slide Air
「スライド・エア」

j.214X
A Damage Guard Cancel Property Cost Attribute
1500 HL/AS (CS) - - Air Strike
Startup Active Recovery Overall Advantage Invul
12 Till L 10 - +7 to +1 -

Dive catch-grab kick. A successful hit will have you slam the opponent into the ground. The A version is the fastest.

B Damage Guard Cancel Property Cost Attribute
1208 UNB (CS) - - Air Strike/Throw
Startup Active Recovery Overall Advantage Invul
32 Till L 19 - +19 (combo stun) -

The B version is slower but unblockable.

EX Damage Guard Cancel Property Cost Attribute
1938 HL (CS) - - Air Strike
Startup Active Recovery Overall Advantage Invul
10 Till L 9 - +6 to +3 -

The EX version will multi-hit, and you can change the direction of the subsequent hits left or right.

Infinite Words

Barrel Replica
「バレルレプリカ」

41236D
Damage Guard Cancel Property Cost Attribute
3063 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
12 54 38 - -22 -

Sion supports her body in place with etherlite then fires a huge beam.

Completely invincible frames 1~31
Strike and projectile invincible frames 32~45

Infinite Words EXS

Tri Hermes Blackland
「トライヘルメス・ブラックランド」

A+B+C+D
Damage Guard Cancel Property Cost Attribute
3750 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
15 6 47 - -25 -

Same properties as everyone else's.

Completely invincible frames 1~26

Combos

Basic
A>2B>5B>5C>3C>jc>JB>JC>jc>JB>JC>J.A+D
2A>2B>2C(2)>5[C]>421B>5A(whiff)>DC>22B>dash>2B>3C>8jc>J[C]>jc>J[C]>J.A+D
Intermediate
2A>2B>2C(2)>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
2B>2C(2)>J.[C]>J.A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
3C>J.[C]>DJ.[C]>J.214A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C

A starters:

2A*n(up to 3)>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From blockstring when 2A hits more than twice. JB has to be slightly delayed.

5A>2B>2C>5[C}>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This is your punish combo from max range 5A, and works well in frame traps for example, after 5CC)
  • The 6[B] will whiff on hyde, linne, and hilda, instead of 6[B], do JB>JC>66C>etc


B starters:

2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This game for Eltnum is all about landing this combo. High damage, works everywhere, character non-specific.


2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>3C>J[C]>jc>J[C]>air throw

  • Same as above but when you are out of bullets and want to end the round. No time for reload, so use it sparingly.


2A>2C>5[C]>421B>6[B]>5A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but when you start with 2A, this is easier to execute since 5B>5[C] link can get dropped because of hitstun proration.


C starters:

2C>5[C]>214B>214C>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Useful combos for when 2C hits (but not when it hits at its tip).


236 starters:

236A/B>236C>66C>22B>66C

  • When 236B hits, use this for carry. Good neutral tool. You can start with 236C too for full screen punish.


236A/B>236C>2C>5[C]>214B

  • Similar to above, but when you see the wall bounce is not enough for


236A/B>236C>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but only when you are cornering your opponent close to wall.


421 starters:

421B>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Same as the first one, but with 421B starter. Does over 3.5k even without any buff.


421C>delayed J[C]>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Quite some damage from a reversal. Works everywhere. delay J[C] as much as possible.


Assault starters:

6D>JC>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From assult JC.


6D>deep JB>2C>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • (full BNB off Assault only possible with deep jB land 2C. 6[B] whiffs against Linne / Hyde / Hilda. Omit 6[B] and use jABC > 66C instead)


Air throw starters:

air throw>2C>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2C(1)>22B>66C>22C

  • From air throw at any height. You can punish assaults if you see it during Chain Shift.


air throw>dash 2B>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22C

  • From air throw at low heights.


Chain Shift Combos:

214A/B>CS>microdash 2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • If 2C hits OTG, omit the second 22B>66C.


j214A/B>CS>2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

Colors

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