UNKNOWN is a character that can dominate matches with her dream pairing of perfect flight and suffocating oki setups. Pressing S at just about any time grants her absolute 8-way control over her movement at the expense of draining the RF gauge. Her flight is an incredibly versatile tool that lets her dance around the screen in neutral, apply pressure in unique ways, make her normals safe on block, and most importantly threaten 5-way mixups off of a knockdown. Further reinforcing her screen presence are teleports, multihit projectiles, and her excellent Great Migration super which can also enforce consecutive flight mixups on oki while trivializing most invincible reversals. Her main shortcoming is her lack of a fast reversal.
UNKNOWN is a character from ONE, a visual novel produced by Tactics in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ONE, she gets to meet Kouhei again in the world of eternity...
UNKNOWN was the final boss of EFZ's original arcade mode. She was demoted to an alternate boss (only showing up if the player lost during their run) in Blue Sky Edition, when Kanna was added. Her playable version was also added in Blue Sky Edition, being heavily changed from her boss version. Unlike Kanna, UNKNOWN is not banned in competitive play.
She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko".
Stage: World of Eternity (永遠の世界)
BGM: Eternity (永遠)
Character-Specific Notes
UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight.
UNKNOWN's forward dash has some unique properties. She has no collision after frame 10, allowing her to dash through opponents. 19 frames into the dash, she loses her hurtbox as well, becoming invincible for 29 frames. UNKNOWN is only barely visible for most of this invincibility. Once she becomes vulnerable again, UNKNOWN also regains her collision. If UNKNOWN cancels the dash into a normal during the invuln period, she instantly regains her collision but stays invincible for 4 frames. Also, despite being a "run" type dash, she cannot jump cancel it.
The A and B versions of her "Outside the Window" projectile can be pushed to a longer range by inputting the command a second time.
UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her.
Unlike other characters, UNKNOWN's jump has zero grab invincibility.
UNKNOWN has no moves which can counterhit nor does she have any which can be counterhit.
Normal Moves
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit(22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
180
Ground
4 / 4.33
4 / 3.66
9
+1
0
N Sp Su J IC R SB
UNKNOWN throws a thin, linear wisp in front of her.
The hitbox is slightly shorter than the wisp would have you believe. This move will lead into her BnB, so be prepared to use it a lot at close range.
c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
420
Ground
7
4
15
+1
-1
N Sp Su J IC f5B SB
UNKNOWN produces a ghostly white orb and throws it at the opponent with both hands for a close-range uppercut.
Mostly used as part of her BnB.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
440
Ground
8
4
15
+1
-1
N Sp Su IC SB
UNKNOWN sweeps her arm across her body, throwing out a large horizontal wisp.
Much longer range than her 5A wisp. Good for catching a charging opponent without letting them get too close.
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
610
Ground
10
4
23
0
-2
N Sp Su JH IC SB
UNKNOWN produces a giant squeaky hammer and slams it down.
This is naturally the final part of her basic combo, however, this move's range is a lot shorter than it appears, meaning that the third hit of the combo may miss if the opponent is not being comboed at point blank range. Will knock down an airborne opponent, and is a staple in her optimized BIC combos.
Crouching
2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Low
4
4
9
+1
0
N Sp Su J IC R SB
UNKNOWN leans back and throws a thin wisp at the opponent's ankles.
Basically used the same way as the standing version, with the obvious exception that this hits low. Quite good as a quick combo starter, since it's fast enough that the opponent won't be able to block it on reaction most of the time.
2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Low
7
10
15
+1
-1
N Sp Su J IC f5B SB
UNKNOWN throws a large horizontal wisp at the opponent's feet.
Same principle as the far 5B. Don't be fooled by the size of the wisp. The hitbox reaches only to the edge closest to UNKNOWN's body.
2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
620
Low
8
12
23
/
-9
N Sp Su JH IC SB
UNKNOWN slides across the ground feet first for a whole body tackle.
This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High
6
4
11
/
/
N Sp Su J AD IC R SB
A jumping variant of the thin wisp. This attack has more range than the ground and standing versions, and the hitbox extends below her a little.
Natural combo starter in the air, good for keeping people out of your face too.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
430
High
10
5
19
/
/
N Sp Su J AD IC SB
UNKNOWN creates a dash of blue fire and throws it downwards a short distance.
A good aerial move. This sends the opponent downwards at a slight angle. Canceling this move into an air dash is important to continue her combos. It hits slightly below her as well, making it a safe move to use when coming down from the air.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220 x 3
High
14
2 x 3
32
/
/
Sp Su J AD IC SB
UNKNOWN creates a large white orb beneath her, hitting up to 3 times.
A fantastic jumping attack. This moves hitbox is huge and extends below her with great priority. It deals rather good damage and can be used as a crossup or a way to safely attack from the air.
j6C
Fly Away! とんでって j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
600
High
10
15
24
/
/
Sp Su J AD IC SB
Similar to jC, but this will cause her to create the orb in front of her instead, hitting once. Unlike jC, this move will cause the opponent to fly across the screen to the other corner.
As with the jC, this is quite a useful move. It has a lot of range and priority.
Dashing
66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
250
Ground
4
4
6
+1
0
Sp Su IC SB
A dashing version of 5A.
Limited usage, generally only used if you want to close some distance between you and the opponent but do not want to walk or commit to a full dash.
66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
440
Ground
7
4
12
/
-1
Sp Su JH IC SB
A running version of her close 5B.
Combined with UNKNOWN's invincible running frames, this attack is a great launcher and sets up perfectly for her aerial combos. The hitbox is large and strikes about half a body length above her, meaning it can function as a good anti-air if used carefully. It's quite fast for a launching move, too.
66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
600
Ground
11
3
15
+6
+4
Sp Su IC SB
A running version of her 5C.
Being a running attack, it has more range than her standing 5c. It is +4 on block and allows you to link into her A attacks on hit and confirm into a full ground string.
662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Low
4
4
6
+1
0
Sp Su IC SB
A running version of 2A.
Most opponents will expect her to attempt a 66B from her dash, so using this move occasionally will catch them off guard and open up for a low combo.
662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Low
7
10
6
+1
-1
Sp Su JH IC SB
A running version of her 2B
It can combo into some of her other specials. Can catch the opponent off guard if they were expecting a 66B launch, as it hits low. If it hits, Unknown can IC and combo into 66B.
662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
/
/
/
17
/
/
N Sp Su J AD FIC SB
UNKNOWN does a small running hop towards the opponent. Not an attack.
This is a really great way to attack while close to the ground. It elevates her just enough so that her air specials and attacks can be used quickly at the perfect height for harassing a grounded opponent. It also provides a perfect opportunity for her to use her 'Solar' moves.
Grabs
Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
0 + 800
Grab
5.33
0.66
28
/
/
None
UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage for a wallbounce.
This is one of the best throws in the game, as it is one of the only ones that can be meterlessly comboed from.
Has much more range than other grabs, but the proximity is bugged to where UNKNOWN can initiate it at ranges where it will whiff.
The vertical proximity is also bugged, so UNKNOWN can initiate this grab if the opponent is in the air. At any height. For some reason.
UNKNOWN does not get any strike nor throw invincibility during this grab, so it can trade.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1000
Grab
2
1
/
/
/
None
UNKNOWN grabs the opponent and casually tosses them aside.
This airthrow will take your opponent out of the corner, but you can use teleport to close the distance and get some oki. Not the most rewarding airthrow, and not the most available either, since UNKNOWN can't jump out of her dash.
Special Moves
Specials
5S
Flight 飛行 (j)5S
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
/
0.33
/
10/17※ (fly) 0.33 (unfly)
/
/
N Sp Su AD SB
UNKNOWN's special ability. She levitates off the ground and can fly in any direction in the air while being free to act. Drains RF gauge while in use. Pressing jS while in flight will exit it and cause UNKNOWN to fall normally. After leaving flight, UNKNOWN cannot re-enter flight until she has touched the ground again. UNKNOWN can do a partial airdash without being kicked out of flight after, and can airdash an unlimited amount of times until it ends. Doing a full airdash will end flight, however.
This ability is extremely useful and the lynchpin of her strength. Flight cancelling can be used to make most blockstrings safe and continue pressure. It allows her to completely control her drop path by inputting a direction with a second jS input, creating extremely difficult to see okizeme. An UNKNOWN that has mastered this ability can be extremely oppressive, while an UNKNOWN who misuses it will constantly need RF gauge and will struggle to capitalize off their openings.
The RF meter will continuously drain while flying. If UNKNOWN is hit before she is able to cancel her flight, her RF gauge will continue to drain during hitstun, letting the opponent drain it even when it is not in the light blue/BIC state. RF meter will also continue to drain during superflash. Depending on how much RF she has, UNKNOWN can fly for upwards of 410 frames. In BIC, the most she can fly is 333 frames.
This move has a bug called the "UNKNOWN infinite flight glitch". Having velocity and doing jA just as the RF meter empties, then continuously using jA while holding the direction UNKNOWN was travelling in allows her to keep her velocity in that direction for as long as she keeps up the jA's. Abuse of this glitch can lead to infinites, so it is commonly banned in tournaments.
※ UNKNOWN can attack and airdash after frame 10, but must wait 17 frames to be able to move or unfly.
236*
Outside the Window まどのそと (j)236*
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A or B (Start)
150 x 5
Any
25
66
55
+4
+2
Rekka
UNKNOWN leans forward and creates a ghostly orb in front of her as if she were blowing a bubble. Can be thrown further by inputting another 236*. When thrown, the hitbox will expand in size.
The A variant of this move has the highest defensive value, and appears right in front of UNKNOWN, making it hard to punish if used correctly.
The B variant is a much more offensive attack, and it appears about two body widths away from UNKNOWN. It can be used as a mid to long range projectile, and will usually force the opponent into a corner. This attack is critical for gaining initiative for a projectile assault and keep away games as it stuns for a good deal of time, even on block. However, if the opponent manages to get close enough before this move comes out, it will miss entirely and leave her extremely vulnerable to attack, so it must be used with care.
Because of the size of the hitbox, and the length of time it stays out for, this is a great defensive projectile against frontal opponents. It takes a short while to activate, but once it's out, the player can choose to either hold it close or toss it out further to catch the opponent. At close range, this attack can combo for decent damage, and the combo can be extended further by throwing the orb. This has a lot of priority for a projectile, and will block almost any other projectile that it connects with.
A~* Followup
150 x 3
Any
10
46
51
-12 ~ +4
-14 ~ +6
None
The A orb will travel to about half screen in front of UNKNOWN.
B~* Followup
150 x 5
Any
10
66
51
+6 ~ +20
+8 ~ +22
None
The B orb will travel far enough to hit fullscreen.
C
450
Any
25
/
45
/
/
None
The C variant is unusual. It's a copy of the extremely annoying projectiles that the boss version of UNKNOWN uses all the time, however this one uses some of the RF gauge. It always has the expanded hitbox of the A and B versions, and travels slowly across the entire screen. If it hits the opponent, they're instantly teleported to the top of the screen directly above UNKNOWN, and minor damage is dealt. The usefulness of this move is debatable. It does provide a great projectile cover, but its lack of damage makes it difficult to use, especially since it costs some RF and can be easily blocked. If it does hit, the opponent falls very fast towards the ground, making it difficult to actually combo them from the fall. Not as useful as the A and B variants, but it has a certain cool factor that makes it attractive nonetheless.
214*
Master? Lord? あるじ?ぬし? 214*
UNKNOWN produces a little wand and summons a giant plush that erupts from the ground.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
700
Ground
22
15
46
/
-16
FIC
Appears directly in front of UNKNOWN.
B
650
Ground
22
15
46
/
-16
FIC
Appears about 60% of the screen away from UNKNOWN.
C
400 x N
Ground
22
15 x N
46
/
/
FIC
Repeatedly spawns plushes one in front of the other until they go off screen. Can keep the opponent blocking for a long time, although it is easily RG'd and not so useful for combos, making it somewhat of a gimmick when considering the RF cost.
623*
Rotten World くずれるせかい 623*
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
700
Any
HI: 0.33 - 5.66
6
6
53
/
-32
IC
UNKNOWN pulls in her arms and then explodes with white energy, blowing the opponent away.
A decent anti-air attack. Anyone who's fought against the boss version of UNKNOWN will know just how annoying this move is for aerial attackers. However, it's somewhat difficult to find a good time to use it. If it hits, this move throws the opponent into the air, but will not start a juggle unless it's canceled with an IC. The great part about this move is that UNKNOWN is invincible during the entire startup, and the hitbox is massive, covering her entire body.
The A variant of this move has a fast startup time for a no-nonsense way to get the opponent off your case. It can combo from certain basic attacks, but the range of this move is deceptive in the same style as her wisps, that is it's shorter than it appears to be. One common usage is to run through the opponent and DP from the other side for a very quick crossup (66..23A)
B
1000
Any
I: 0.33 - 32.66
33
6
53
/
-32
IC
This move is her generic fully invulnerable DP, and can catch out opponent due to its slow startup. On the other hand, the startup can make it easier for the opponent to block and punish UNKNOWN if it is not ICed.
C
700
Any
I: 0.33 - 51.66
10
42
68
/
-35
IC
-
700
Any
/
16
36
62
/
-41
IC
The C variant has slower startup than the A version, but hits twice, doing more damage than the B version. Extra care is needed when using this attack, but it's more rewarding on hit than any of the other variants. In most situations it's safer to use the A variant, but for damaging IC combos needed to finish off the opponent, this move could be valuable.
41236*
Toy Knife おもちゃのないふ 41236*
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Any
300 x 3
Any
24
/
45
/
/
FIC
/
300 x 3
Any
52
/
17
/
/
FIC
UNKNOWN produces a set of 6 plastic knives and throws them rapidly in two groups of three. Travels quickly across the stage in a horizontal line.
An incredible projectile that is fast, safe and powerful. Very abusable at range, and sometimes even close up as well. UNKNOWN's recovery time after throwing them is fast, and she can start on any of her other ranged attacks as soon as the move finishes. It cancels other projectiles easily, and since it comes out in two waves, it usually ends up beating single projectiles out and still hitting the opponent. It also has a large hitbox, the three knives together covering a vertical area that's about the same height as UNKNOWN herself. They even deal a good amount of chip damage.
The A variant of this move consists of both waves being thrown horizontally one after the other. The most useful of the three, and best for using when the opponent doesn't really have time to jump or is starting a slower attack from a distance. Eats other projectiles for breakfast.
The B variant has UNKNOWN throwing the first wave horizontal, then throwing the second wave at a 45 degree angle, with the knives spread in a fan formation. Great for opponents who get smart and attempt to jump over the A variant, as at least 1 of the knives thrown upwards are bound to hit. Probably the safest of the three variants.
The C variant does not require RF meter, and has UNKNOWN throwing both waves upwards at a 45 degree angle. A good way to get some extra damage out of her throw, and also a way to shoot down opponents who are jumping to avoid the ground projectiles and squirrels. It won't deal as much damage as the A variant though, since the knives are quite spread out, but at closer range, at least two of the three knives should hit the opponent. Because of its low proration and decent damage, it is often used in BIC combos to deal high amounts of damage.
421*
Hide-and-Seek かくれんぼ (j)421*
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
/
/
I: 11 - 38.66
/
/
43.66
/
/
FIC (A, B, C, jC) None (jA, jB)
UNKNOWN vanishes and teleports elsewhere. Has an FIC window that starts as soon as she reappears.
An alright teleport that is unfortunately pretty slow when compared to the rest of UNKNOWN's movement options.
A version teleports forward about 60% of the screen. The most useful teleport thanks to its combo applicability.
B version teleports about the same distance away from the opponent.
The aerial A and B versions do not allow UNKNOWN to double jump, airdash, fly, or re-teleport afterwards. UNKNOWN will also not be corrected to face the opponent which is a problem for the A version.
C version does not require RF to use and teleports UNKNOWN directly above the opponent, free to use all of her air mobility options after. The aerial version teleports UNKNOWN to the ground and directly in front of the opponent.
This move cannot be canceled into while UNKNOWN is dashing.
Inputting the button on the same frame as the 1 direction will return 623* instead, so be careful. This quirk can be used to option select 623B against crossups.
This move is expensive, slow, punishable on block, has no cancel options, does no damage on hit, and UNKNOWN has no way to mix up its usage. A questionable option when even the slowest version of 623* is a faster reversal.
Eternity Specials
236236*
Great Migration だいいどう 236236A/B
B version only costs 1 SP.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B
50 x N
Any
9
/
56
/
/
None
UNKNOWN whistles sharply and summons a whole herd of plush toys that run across the stage.
Yet another way for UNKNOWN to force her mixups on the opponent by creating a walking wall of hitboxes. This move traps and combos the opponent somewhat randomly, as the plush toys all move at different speeds, sometimes creating openings for the opponent to recover. However UNKNOWN is free to move throughout the entire duration of the attack, meaning that she can combo or mixup throughout the duration freely. In general, the UNKNOWN will want to use flight to mix up high/low and left/right until the opponent is opened up, and then use 66B at the end of the lemming line to convert to a combo. On its own, the herd only does about 1k damage, but doesn't scale much at all.
The A variant of this move causes the plush toys to start migrating from the opposite side of the screen. This is the offensive option that can be used to catch an opponent from behind. Most commonly used after applying pressure with orbs or knives to get the opponent into the corner, or after a knockdown in the corner.
The B variant causes the plush toys to migrate from behind UNKNOWN. This is a more defensive option that gives UNKNOWN some backup for her to attack the opponent head on.
463214*
Inside of Barrel たるのなか 463214*
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
0 or 1800 or 3500 or 6500
Unblockable
20 + X
/
-
/
/
None
UNKNOWN drops a barrel onto the opponent's head. With the opponent secured inside the barrel, she then throws a toy knife at it and waits in anticipation. If the attack is successful, it deals good damage and the opponent is fired out of the barrel. If it fails, UNKNOWN looks dejected and the barrel disappears, causing the opponent to fall onto the ground without taking damage.
A gambling move that's a lot better than it looks. The major factor with this move is that it's unblockable. The move is decently fast and the hitbox is large, and it has the potential to deal some good damage. The falling barrel itself deals no damage.
The A variant of this move has one round with a 50% chance of causing damage.
The B variant uses two special bars and has two rounds with 50% chance of causing damage. If the first round fails, UNKNOWN pulls a lever, causing the barrel to rotate. She then tries a second time. Causing damage on the second round will deal a lot more damage than if it were successful on the first round.
The C variant is the same as the B variant but with 3 rounds instead of 2. It drains the special bar completely, but if the first two rounds fail and the last round succeeds, it deals a whopping 6500 damage.
Due to inconsistencies with how the opponent falls after a successful hit and a failure, UNKNOWN can create mixups even off of a failing barrel.
j236236*
Solar たいよう j236236*
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
100 x N + 2000
Ground
14
/
/
/
/
None
UNKNOWN creates a huge orb of fire above her head and throws it down at the opponent, causing a radial blast that burns the target and blows them into the air.
This is UNKNOWN's most damaging special, and one that's definitely worth using. The hitbox is massive, and if it hits any time during its way down, it will combo. Since it's an aerial special, it's very safe to use and not hard to connect with.
The A variant of this move causes a small explosion that hits a few times for good damage. The radius of the explosion isn't all that big, so care must be taken to aim this move appropriately.
B
100 x N + 2800
Ground
14
/
/
/
/
None
The B variant uses two special bars and creates an explosion that's much bigger, hitting once for great damage.
C
100 x N + 2000 x 3
Ground
14
/
/
/
/
None
The C variant empties the entire special gauge and creates a massive explosion that travels across the screen in burning pillars, reaching a great vertical distance as well as a horizontal distance. This move deals fantastic damage and combos, filling almost the entire space in front of UNKNOWN. It's very hard to avoid without blocking, and even on block it does a substantial amount of chip damage. This one is definitely worth saving for.
Final Memory
FM
Swimming up Waterfall たきのぼり CB6AA
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
6200
Low
24
15
46
/
-22
None
UNKNOWN does a short hop and grabs the opponent's feet. She then rides a chain of giant plush toys into space, trailing the unfortunate opponent along with her. Finally, she comes back to earth and her mount regurgitates the opponent onto the floor in front of her. Extremely high damage.
Despite the hop, this move is a low! If the opponent is unaware of this fact, they will often try to block it high. Very punishable on block, though, so not a great gimmick.
As the input may imply, this move can be whiff cancelled from most normals.
Strategy
Flight Basics and Theory
UNKNOWN's flight ability is an extremely integral part to her gameplan, and can be used to make moves safe or to create ambiguous mixups. This section will be broken down into three parts: Flight Basics, Flight for Pressure, and Flight for Mixups.
Flight Basics
UNKNOWN can start her flight by pressing the S button during the neutral state, or during a normal. She cannot start flight during a dash, during her second jump, after her airdash, or during a special. From this state, RG meter will be constantly depleted until UNKNOWN is knocked to the ground or presses the S button again. She can input any one of the 8 directions to move in that direction. Pressing S again will cancel her flight and UNKNOWN will start falling to the ground. However, if one of the 8 directions is held during this S press, UNKNOWN will gain momentum in that direction. For example, holding 8 and pressing S (j.8S) will result in a small hop from her current position and she will fall straight down afterwards. j.6S will cause her to fall to the ground, but also arc her forwards. Pressing any one of the down buttons before canceling flight will accelerate her descent, and give momentum to whichever side is pressed.
Flight for Pressure
UNKNOWN can use her flight cancel in the middle of blockstrings, or after an unsafe normal, to launch herself into the air and continue to pressure the enemy. For example, 2AABCS is a common string, and will make sure that the 2C cannot be punished on block, though it can still be punished on RG. To combat the opponent's RG, the UNKNOWN player will want to mix up when she cancels into flight, for example, 2AABS instead. From here, UNKNOWN can continue to pressure in several ways. For example, j.[6]SC is a very strong option that is hard to beat out, but is also very easy to block. j.9SC is a strong 3-hit option that is easy to confirm, but is slow and can be poked. j.9AAA is a safer option against RG, but is hard to get the right height for without practice. j.3S 2AA etc. is her low option, and is used when the opponent starts to respect her other options. j4SC(whiff) is the bait option; it is extremely safe and has no potential to do damage, but depending on the opponent, baiting out a DP is more than enough. From here, if no DP is baited, you can continue on into knives or other pressure/zoning tools.
Flight for Mixups
After a knockdown, usually from 2C, UNKNOWN has all the time in the world to use her flight ability for extremely nasty mixups. She can either do late flights, or flight cancels from jump/2C.
For late flights, UNKNOWN will allow 2C to finish completely. Afterwards, you can press 5S to fly, and go for a 5-way mixup. You can press j.3C(whiff) 2A, j.2C(whiff) 2A, j.[6]AAB j.236236A, or just plain j.AAB j.236236A. You can throw from any of the low options as well.
For 2C flight canceled mixups, UNKNOWN can do one of four things: she can j.66 (past opponent) and do one of the following j.2S 2A, j.3S 2A j.8SC. She can also choose to hang back and j.9SC to do a left/right mixup.
Her 2C can be jump canceled, and from there, flight canceled as well. Depending on your height and distance, 2C 8 j.S j.3SC can hit either front or back, and can be comboed into 2AABC again, looping into itself.
This is not an exhaustive list. Her flight ability is extremely free form, and can take on many forms of equally disgusting mixup potential. Experiment, and find what works for you.
Zoning and Rushdown
In addition to one of the best mixup games in EFZ, UNKNOWN also sports a very good zoning game. A combination of j.236A/B ~ j.236A/B, knives, teleports, and flight allows UNKNOWN to dictate the pace of the match and keep the opponent away, as long as she chooses the right option for the moment. However, with her flight cancels, she can also play a very respectable rushdown/pressure game. This leads to two very different playstyles that a good UNKNOWN must be able to switch between on the fly to make the most use of her toolset. The best and probably only way to become proficient at this is copious amounts of practice. Good luck.
Both of her different playstyles also are complemented by the RF meter, and great care should be taken to pay attention to this meter during gameplay. A rushdown-oriented playstyle will, by means of flight cancels, naturally almost never build BIC. UNKNOWN will be playing for random hits into confirms and gaining damage off mixup loops. You will often use lemmings (23626A/B) during this style to complement your flight usage for mixups. On the other hand, a zoning style of play naturally will use less flight and build BIC several times over the course of a game. A good UNKNOWN will need to know several conversions into her high-damage BIC combos from anywhere on the screen. Lemmings will be less used, but j.236236A/B will be used to end combos for high damage. A good tip for advanced players is to use flight before you build BIC to ensure that you don't get BIC before you are ready to combo. This will maximize the amount of damage proration you gain back from BIC, as well as making it difficult for the opponent to drain your BIC meter.
From Good to Top Tier
UNKNOWN is often put high up on tier lists, but these placements are mostly theoretical. A very basic UNKNOWN player that can do mixups will still have issues with finishing off opponents, as looping 2AABC into a mixup is very low damage, only about 2k. A top-tier level UNKNOWN will need to have very good mixups, flight control, zoning experience, and most importantly, the ability to confirm mixups into 66B. With the ability to 66B after a mixup, UNKNOWN's average damage from a mixup goes from 2k to 3.5-4k. With BIC, UNKNOWN can easily reach 7-8k on a extremely hard to see mixup. Without the ability to 66B confirm, the UNKNOWN will cap out around 6k. An UNKNOWN placed in top-tier should be able to optimize all of her confirms, but if she can't then she probably drops a tier level.
Combos
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
Indicates that any of A, B and C may be used with #. Example: 214*.
[<- X] [-> X]
Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN
Loop the inputs in the square brackets as many times as N.
c5B
Proximity normal only usable while close.
f5B
Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
jX
Button X is input during your first jump.
djX
Button X is input during your double jump.
X(whiff)
Indicates that X is intended to whiff.
X(tech trap)
Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~
Indicates a followup for moves which have them. Example: 236A~236A.
..
Indicates a short delay.
IAD
Indicates an Instant Air Dash.
IABD
Indicates an Instant Air Back Dash.
(X)
X move is omittable from the combo.
tk.X
Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap) - ~3304 damage (replay 1-3)
Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner.
Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5)
After jABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap.
Optimized no-meter throw combo on characters that 2B jABC extender works on. Drop the 2B jABC extender and go straight into j236236B for damage instead.
↑This move is not listed in any official movelist and has no official name. Several other characters have unused animations for similar "Burst" moves, so it may have been planned to be a universal mechanic.