Under Night In-Birth/Glossary

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Numpad Notation

Using the numpad notation you can write combos without resulting to icons (which can be slow).In order to represent directional inputs, you can use the numbers from a numpad (look at the numbers on the right-hand side of the keyboard) to correspond to the directional inputs for the game.


  • 5 = Neutral
  • 6.png = 6 = Forward
  • 3.png = 3 = Crouching Forward
  • 2.png = 2 = Neutral Crouching
  • 1.png = 1 = Crouch Blocking/Guarding
  • 4.png = 4 = Backward
  • 7.png = 7 = Jump Backward
  • 8.png = 8 = Neutral Jump
  • 9.png = 9 = Jump Forward
Note: Commands are always denoted assuming that you're on the left-side/player-1 side/facing right. You have to keep in mind that your inputs are mirrored when you're on the right-side/player-2 side/facing left.

Some moves require multiple directional inputs before performing the move. See Under Night In-Birth/Controls for all the different combinations of multiple directional inputs used in Under Night In-Birth. Multiple directional inputs can also be noted in numpad notation:


  • 2.png3.png6.png+UNI.A.icon.png = 236A
  • 6.png2.png3.png+UNI.B.icon.png = 623B
  • 2.png2.png+UNI.C.icon.png = 22C

Combo Notations


Normals are the basic moves of a character. These are moves that only require one input to complete, and use the main attack buttons. In the case of Under Night, there are three attack buttons: A, B, and C. Therefor, there exists 6 normals for each character: 5A 5B 5C 2A 2B 2C

Proximity Normals

These are normals that change based on distance from the opponent. The only proximity normal currently in the game belongs to Akatsuki. The far version is notated using the f.-prefix, while the close version is written using cl.-. For example, Akatsuki's 5C would be written as either cl.5C or f.5C.

Command Normals

Command normals are almost similar to regular normals, except they require an additional input. What command normals exist is entirely character specific, so there is no concrete list of them. An example of a command normal would be 6C, 4B, 3C, or 1A. These buttons can often be treated as an expanded list of normals, for all intents and purposes. They work effectively the same way, but under a different name. Some normals also have followups. For example, if you press 5B as Carmine, pressing 5B again will do a unique move. This second B move is also considered a command normal. When written, command normals would look like 5BB, 5CC, or j.2C.


Specials are moves that are not normals nor command normals. These inputs vary per character and per game, but require a combination of directional inputs and an attack button to complete.

Examples of the direction inputs required by specials are:

  • 236 (Quarter Circle Forward/QCF)
  • 214 (Quarter Circle Back/QCB)
  • 623 (Dragon Punch/DP)
  • 22
  • 421 (Reverse Dragon Punch)
  • 41236 (Half Circle Forward)
  • 632147896 (360)

More can and do exist based on the character. Check the command list in-game or online for your character to see what specials they have. Some inputs may be shortened just due to being easier, 360 and Half Circle Forward are prone to being written as their shorthand to avoid having to type out huge ugly number strings.

Combos Strings

When writing down combos, single commands are separated by a space (e.g. 5B 2B 2C 5C 623B), commas (e.g. 5B, 2B, 2C, 5C, 623B), or by the greater than symbol ">" (e.g. 5B>2B>2C>5C>623B). Any can be used and is up to personal preference.

Simultaneous Inputs (+)

This can indicate two buttons are to be pressed at the same time. For example, throws are executed using A+D.

Delay (dl.)

Notation that indicated that the move written after it must be delayed somewhat in order for the combo to work. Combo example, 5A 5C 4C j.C dl.j.B j.C...etc, the j.B needs to be delayed in this combo.

Whiff (w.)

A term derived from the sound made when swinging a sword, bat, or any piece of mass through the air. This generally indicates that a move will miss. You may see this used in a few different ways as a prefix, so context is important.

Whiff cancelling is a term that won't often find its way into combos, but does at times. Whiff cancelling generally refers to the ability to cancel from a higher tiered normal to a lower one. Doing so can eliminate the recovery of what would otherwise be a very punishable move. Not all moves can be whiff cancelled, and furthermore for those that can, cancelling can only be done on hit or block. The sole exception to this rule is Eltnum, who gains the ability to whiff cancel moves that outright miss during her time in Vorpal. Whiff cancelling does not generally have a specific notation, and some may not write it whatsoever. Like the description for general whiffing, whiff cancelling is generally denoted using "()" or attaching the "w." to after the move. An example of this would be 2C(2A) or 2C 2Aw.


j.X stands for an aerial input. Jumping normals, specials, and very likely all inputs inputted in the air will use the j.- prefix to indicate the aerial version.


Some characters can double jump (Linne and Eltnum). Use the dj.- prefix to indicate that the combo requires a double jump.

Jump Cancel (jc)

Some attacks can be jump cancelled. If you hold 7, 8 , or 9 after the move hits the opponent the recovery frames are cancelled into a jump.

Tiger Knee (TK)

TK stands for Tiger Knee. This term hearkens back to Street Fighter's Sagat, however the term has been adopted to refer to generally any move needed to be done at very low or minimum height. How this is inputted can vary based on the input and personal preference, however when written in combos, it is just referred to as TK and placed before the move needed to TK. An example of a TK input being written would be TK j.236A. It goes without saying that all TK inputs will be using aerial moves because TK already implies going airborne, so the j. prefix is also needed.


Like a few other games of its kind, Under Night In-birth has a button macro for dashing. 6AB and 4AB can be written to represent forward and backdash respectively. This would be written in combos to represent dashing, either forward with 6A+B, or backwards with 4A+B.

Micro-dash (md.)

Notation that indicates a microdash needs to be inputed. In combos microdash attacks can be performed. This is done by quickly inputting 66, allowing enough time for your character to move one step forward at their run speed and stopping, and then do the attack. A correct microdash is achieved when no dust animation can be seen after inputting the microdash and if a dash attack wasn't performed. Combo example, 2A 5C TKj.2C j.214A md.5A 623A...etc, the 5A needs to be microdashed.

Backdash cancel (BDC)

Some attacks can be jump cancelled. If you hold 7, 8 , or 9 after the move hits the opponent the recovery frames are cancelled into a jump.

Increase [X]

A set of brackets surrounding an input like the X above indicates that a move needs to be held or charged. A charged C normal would look something like 5[C], for example. IC is shorthand for Increased. IC can be used in the same context as [X] is, to denote charged moves. This notation generally found Western use after the official French Bread guides for the game used this term. It is frequently used in most all Japanese resources for the game, and is written before the input meant to be increased or charged. Western use is generally split between IC and the [X] notation. Either are valid, pick which you think looks better or is easier to read/write. Something like Hyde 5[C] would be instead written as IC 5C or ic5C or Eltnum j[C] would be written as IC jC icjC.

Negative Edge ]X[

If a move needs to be held for an extended period of time, this is used to indicate when it would be released. For an example, 236A j[C] 214[A] 3B ]A[ j[C]... The ]A[ is written this way so that you can clearly see which move needed to be held until then, the 214A.

Partial Charge {X}

Partial-charged normals; works on almost every move that can be fully charged. This is to delay certain attacks by holding the button long enough so a delay occurs but short enough so that it doesn't become fully charged.

Follow-up move (~)

The ~ symbol is written in two contexts. The first, is its use to indicate move buffering. For example, a common Option Select is buffering the throw input after an anti air to either anti air a jump or to tech a throw. This OS, using the ~ symbol would look something like 3C~AD. The second use of the ~ symbol is to indicate a followup to a special. An example of this would be Hyde's fireball, which has a 236A and a 236B followup. This would be written as 236A~236A.

Clarifying the hits of a Multi-hit move (#)

Parenthesis are often used with moves that are multiple hit to describe the need to only allow part of the move to complete. For example, a two hit move that you only want one hit of may be written as 2C(1) or 6B(1).

Other Syntax

Anti-air (AA)

Anti-airs are moves that are designed to catch aerial approaches. The input from an anti-airs differs from character to character so "AA" is adopted to talk about anti-airs generally.


Meter is just a general term to refer to the super gauge each character has on their respective side of the screen. The cap for this meter in UNi is 200%, and is labeled as EXS. Regular EX supers cost 100% meter (half of your full gauge) and Infinite Worth costs 200%. Routes may not state their meter requirements outright, but keep in mind any special input done with the C button will be the EX version, thus cost meter. An input like 623C, for example, would be the EX version of that respective special. The two exceptions to this rule are Byakuya and Eltnum, Who have a 214C and 22C respectively that are not EX moves.

Overhead (OH)

Moves that cannot be blocked by crouching are referred to as overheads or OHs. Using the term only the term OH alone might require context clues (i.e this character only has one OH, or a specific setup that will hit overhead), otherwise it might be attached to the move, written like OH 6B or 6B OH for example. Most likely you will not see this term used by itself, but rather the input, and it's often preferable to just write the move by itself. Using the prior example, just writing it as 6B.

Option Select (OS)

An option select is a singular input that will cover multiple options. Option selects range wildly based on each game, and can require a varying range of possible inputs. They're often described using the term OS, but the actual input is variable per game and per OS, and is written in respects to what said inputs are.

Fireball (FB)

FB stands for Fireball, a general term that refers to projectiles that moves horizontally in a straight line across the screen. A FB has traditionally been inputted using the 236 motion (see: Hadouken).

Dragon Punch (DP)

DP stands for Dragon Punch, a general term that refers to one of two things. A DP has traditionally been inputted using the 623 motion (see: Shoryuken), and something described as a DP input would just refer to the fact this special uses the 623 motion. The alternate but equally as prevalent meaning is using DP to describe reversals. Because DPs like the aforementioned Shoryuken have traditionally been reversals, describing any reversal regardless of its input as DP has grown common. An example would be describing Akatsuki's 22B reversal as his DP despite it using the 22 input and not the 623. The reverse would be Orie's 623B, this might be called a DP because it looks like Shoryuken and requires the same input; Orie's 623B is not a reversal.


This term has two primary meanings. The original, purest meaning of the word is any move done soon as actions are available (as blockstun or hitstun ends, or on wakeup). Any move or action can be said to be done as a reversal. A reversal 2A for example would be a 2A done immediately after exiting blockstun. The secondary and more common meaning for a reversal is a move that has invulnerability on its startup, so that it can interrupt other moves. Something written as a reversal starter might imply that this combo or route starts using a character's reversal. For example, reversal 623B.


Safe-jumping is the general idea of ending a combo in a jump normal that is unable to be challenged by the opponent on wakeup, even by reversals. A safe-jump setup does not use a specific syntax, but is often just described as being a safe-jump route or some other similar descriptor.

Counter Hit (CH)

Achieved by hitting your opponent out of a move. Some combo routes may only work on CH. Counterhit occurs during the first move of the combo, so generally CH will be written either before the combo or immediately after the first move. For example, CH 5B 5C 2C... or jC CH 5B 5C 2C...

High Counterhit (HC)

High Counters are achieved after hitting the opponent in the recovery of certain special inputs. An example would be when hitting someone after a reversal, the hit would be considered a High Counter. The high counter state is the same as a counter hit state. A combo that requires high counter may be labeled HC. HC generally will be located near the combo starter, similar to CH. HC 66C 6B 5[C]... or 66C HC 6B 5[C]... are examples of how HC is generally written, similarly to CH.

Chain Shift (CS)

Chain Shift. Activated by pressing the D button twice during Vorpal state. Pauses the game's movement momentarily to allow the player to assess the situation. It can also be used to cancel the recovery of certain moves, so that you can continue a combo. Something like a reversal can be followed up with Chain Shift to lead into a combo. Written almost ubiquitously as CS, it would look something like 6C CS 5CC...when written in a combo.

Force Function (FF)

FF stands for Force Function. Force Function is a unique action each character has that is input with B+C. Force Function ranges from being a dodge, an attack, anti airs, parries, or more. When written, Force Function is written as FF and like other moves, is applicable to other syntactic modifiers. A charged FF would be written [FF] or IC FF, while an aerial FF would be written j.FF.

Veil Off (VO) or Crosscast Veil Off (CVO)

Will either be written into the middle of a combo to indicate it's done mid-combo, or prior to indicate the combo requires being in the Veil Off state before beginning. Veil Off is activated using A+B+C, and the duration increases with the amount of meter you currently have. A combo that requests Veil Off state prior to starting might be written like VO 5B 2C 5C... where as one that can be done mid-combo may be written as 22A CVO 236C 2C...

Rekka Inputs

Rekka series in UNi have a leniency to them that makes their inputs easier. All rekkas allow you to input a singular direction and a button rather than the input repeatedly. For example, Hyde's 214X rekka series can be input by doing 214X 4X 4X rather than 214X 214X 214X. Byakuya's 236X rekka series can be completed using 6X. At the time of writing this, Gordeau's 236 Rekka series however, cannot use this rekka leniency and must be done using 236X 236X 236X.


This one is honestly very rare, but occasionally, combos will require a certain GRD amount. 6 blocks of GRD (located at the bottom center of the screen) will give additional properties to Chain Shift. Chain Shifting at 6 blocks of GRD grants an additional knockdown, which can allow some routes to be possible that otherwise were not. Furthermore, the meter you gain upon Chain Shifting is proportional to the amount of GRD you have. A route may only have enough meter if Chain Shift converts a certain amount of GRD blocks into super meter. This doesn't have a fixed notation, but if you see a route that mentions a certain amount of GRD required, this is why.

GRD Break

GRD Break is the state one enters after doing one of four things: Being hit or thrown while Shielding, being hit by a raw Veil Off, activating GRD Thrust without Vorpal, or similarly activating IWEX without the Vorpal state. Certain routes may not be possible during GRD Break, so be wary. Any combo requiring Chain Shift or Assault will be inaccessible during GRD Break.


Assault is a short, low jump. Done using the 6D input, it makes any normal done during this jump able to hit Overhead. Written generally as 6D or just as Assault. 6D is more commonly written if done mid-combo, whereas Assault is used if the route starts with an Assault normal. Assault routes are heavily prorated and require a specific combo as stronger ones will not work. Counterhit Assault starters or Assaults that GRD Break will have much much stronger proration so that other routes can work.

Reverse Beat/Passing Link (rebeat)

Reverse Beating is the commonly used name for the UNi mechanic officially called Passing Link. Often further shortened to "rebeat", the name was taken from French Bread's game, Melty Blood. Reverse Beat/Passing Link/rebeat refers to the ability for all characters to cancel from a higher tiered move to a lower tiered one, and vice versa. 5C could not cancel into 5A in a game such as BlazBlue for example, but in UNi, this cancel route and others are available.


The shorthand term for Infinite Worth and Infinite Worth EX respectively. Infinite Worth costs 200% meter, and is input using 41236D. Often written as IW to avoid writing out such a long numerical sequence. IWEX is A+B+C+D. Written as IWEX for similar reasons, but ABCD is acceptable too. Both are only four characters, after all.

Block Properties


An attack that can be blocked crouching.


An attack that can be blocked standing or crouching.


An attack that can be blocked standing. Also known as an Overhead.


An attack that can be blocked in the air.

Air Shield

An attack that can be blocked in air while shielding.


An attack that cannot be blocked.

Attribute Properties

Attributes are used mostly to determine invincibilty.


Usually attacks that hit the opponent without "grabbing" them. The offical UNIST frame data doc notes that any attack that isn't Throw attribute is Strike attribute.


Usually attacks that grab the opponent.


Usually aerial normal attacks.


Usually grounded attacks that hit low.


Usually aerial special attacks that move the character.


Usually attacks that act on their own, independent of the character.


Used only for invincibility. This move is fully invincible to all attacks.

Special Properties


When this move connects, it causes the opponent to change from a grounded state to a floating state.

Wall Bounce

When this move connects, it causes the opponent to bounce off the wall if they're close enough. Consumes a combo bounce.

Ground Bounce

When this move connects, it causes the opponent to bounce off the floor. Consumes a combo bounce.


When this move connects, it causes the opponent to fall backwards.


When this move connects, it causes the opponent become stunned and fall forwards. If the opponent completely falls over, the opponent will be treated in an on the ground state, which causes the opponent to float on any hit.


When this move connects, it sends the opponent downward and puts the opponent into an on the ground state.


When this move connects, it pulls the opponent towards the player rather than pushes them away like normal.

No Collision

The move causes the character to not collide with the opponent, allowing the player to pass through them.

Chip Damage

When this move connects on block, it will cause a small amount of chip damage. This should only be listed for certain normals, as all special attacks are known to cause chip damage.

Sword/Shield Enhance

Wagner only. This move will provide or consume a sword or shield enhancement.


Londrekia only. If the opponent has not been hit by a Freeze attack previously, applies a "pre-freeze" to the opponent.

If they are hit with a Freeze attack with this "pre-freeze", then the opponent becomes surrounded by ice and "frozen".

GRD Steal

When this moves connects, it will take GRD from the opponent.


When this move connects, it causes the opponent to momentarily stay or float in place and able to take attacks.


This move follows the opponent in some way, rather than covering a set space.

Gold Throw

When this throw connects, it causes a gold throw.

Null Projectile

When this move connects with an opponent's projectile attack, it destroys the opponent's projectile.

Counter State

During the entirety of the move animation, the opponent will get hit by counter hits, as opposed to only the startup and active frames as normal.

Cancel Properties

Normal (N)

By the Passing Link system, this move can cancel into any other normal move that has not been used previously in the current attack string.

Special (SP)

This move can cancel into a special move.


This move can cancel into an EXS or Super move.


This move can cancel into Chain Shift.


This move can cancel in a unique way, such as a specific follow-up or action. Will be explained in the move description.

Resource Properties


Consumes GRD blocks. While out of Vorpal, Force Function moves will consume any fraction of the currently filling block and then a whole block.


Consumes the Super meter.


Consumes the Vorpal state.

GRD Break

This move causes GRD Break state. When listed under "Cost", this causes GRD Break on the user. When listed under "Properties", this causes the opponent to take the GRD Break status.


Consumes VIT (your health).


Eltnum only. Consumes bullets.

Patch Notes