Under Night In-Birth/UNI2/Attack Attributes

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Atttributes

Each attack in the game has an attribute. There are three main types of attributes that correspond to each type of attack: strike, projectile and throw. These attributes interact with each other to trigger certain effects like invincibility and guard point.

Strike
Strikes are the most common type of attribute.
Strike attributes are broken up into four groups: Body, Head, Foot and Dive. Generally, attacks look like they hit low to the ground (even if they don't actually need to be guarded low) are Foot attribute. Virtually all air attacks are Head attribute, and moves that dives into the ground are of Dive attribute; all other types of Strikes are defaulted to be Body attributed.
Body attribute are more oftenly simply called Strikes within the community; this is the convention that UNI2 wiki will use (at the moment).
Projectile
Projectiles are usually attacks that move independent of the attacker and disappear after it uses up all its hits or after a certain amount of time has passed.
Throw
The Throw attribute is found on all throws.

Attribute Invincibility

Some attacks have attribute invincibility, meaning they are always invincible to attacks with that attribute, regardless of any possible hitbox interaction that might hit them.
Example: Hyde's 3C has Head attribute invincibility, so it functions very well as an anti-air since most jump attacks have the Head attribute.
Attribute invincibility is only active for a specific time frame, see Frame Data for each move for details. This is especially important with regard to anti-air attacks: a jump attack that's already active will Counter Hit an opponent for attempting to anti-air too late.
Guard Point
"Guard Point" (also referred to as autoguard, armour or super armour) allows a character to automatically guard against the opponent's attacks while continuing to attack.
Guard Point may also have other restrictions not related to Attributes, such as only able to guard High/Low attacks or only able to guard a certain amount of damage. These details are listed in the character's Frame Data.
It can be used similar to invincibility albeit with some differences:
  • An attack that hits autoguard is considered "blocked" and the attacker retains all "cancel on block" options, unlike invincibility.
    • Some Guard point moves do apply extra hitstop to the opponent which effectively makes the attacker unactionable.
  • Conversely, if a move still has active frames when normal invincibility ends, the move will hit, however for Guard Point, once a move is blocked by it, that hit is consumed even if it would otherwise remain active after the guard ends (each hit of a multihit attack needs to be blocked by a guard point individually, as normal).
On the whole, invincibility tends to be better.
Esoteric Guard Point Details
Unlike normal guard, Guard Point will:
  • Prevent any chip damage
  • Can change the blockstop duration, for one or both characters.

Hurtbox Invincibility

Hurtbox invincibility is when parts of the character's "body" (i.e., their hurtbox) disappears. This type of invincibility is not from attribute invincibility and is purely a matter of hitbox/hurtbox positioning. Certain actions remove or shrink parts of a character's hurtbox, so they cannot be hit by an attack, even if their body appears to occupy that space. This phenomenon of dodging under an attack by lowering hurtboxes is commonly known as "low profile".

In UNI2 pages, hurtbox Invincibility does not count as invincibility, hence it is not listed in the invul section of the frame data. Nevertheless, notable cases of low profile moves and their interactions may be noted on character pages and move overviews.


Counter Hit

A counter hit (CH) occurs when hitting the opponent when they are in the startup and the active frames. The opponent will flash red, the HUD will show "Counter" and the announcer will say "Counter". On Counter Hit, the opponent suffers more hitstop and air untechable time giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown.

Usually, all attacks are in CH state during startup and active. Some attacks have extended counter hit state in the first few frames of recovery, while some moves are in counter hit state for the entire move:

  • Moves with invincible startups (Reversals)
  • Guardpoints
  • All Infinity Worths

Some moves when hit in Counter hit state, will not trigger the Counter hit effect; only a small "Counter" text will appear in the info tab:

  • Normal Throws

Throwing an opponent who is in counterhit state will be a Throw Counter, and they will be unable to break the throw (Even if it would be a Gold Throw). Throw Counters do not gain any additional histun, damage or other special properties.

Miscellaneous Hit Effects

Ground Hit
"Ground hit" is when you are hit while standing or crouching and suffer hitstun. When ground hitstun finishes, you will be returned to your previous state (i.e. standing or crouching). Ground hitstun is divided into standing and crouching hitstun: standing hitstun is easier to hit for attacks with high hitboxes (note: the animation differs slightly depending on whether you get in the upper or lower half of your hitbox); crouching hitstun has a shorter hitbox, but lasts 1 frames longer than standing hitstun.
Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun. For example, Hyde's 66B forces the opponent into crouching hitstun on ground hit.
Air Hit (Untechable State)
Naturally enough, air hit is a hit state when hit while airborne. The main difference from ground hits is that you can only return to a regular aerial state if you recover, or "tech" out, after the attack's untechable window passes -- if you don't tech out, the opponent will be able to combo you and create an "invalid combo".
If you continue to not tech, then you'll simply fall to the ground at which point you can emergency tech or roll.
Forcing air state and ground state
Many attacks force the airborne state in some way or another, meaning they behave the same regardless of whether they hit someone grounded or airborne.
The frame data will write "Launch" to denote moves that forces air state.
Rarely some attacks will do the opposite and force an airborne opponent into standing state. These usually are used by attacks that go into a throw-like animation on hit.
Bounce Effects
There are three types of bounce effects: floorbounce, wallbounce, and cornerbounce.
  • Floorbounce is a hitstate where characters get hit into the ground and then bounce, floating up into the air. The height bounced varies by move and can also vary based on starting height.
  • Wallbounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit.
  • Cornerbounce is when the character is blown back into and then rebound off of the corner of the field.

All three types of bounces contributes to the Bounce limit.

Crumple
Crumple is a type of hitstate where the character is stunned and slowly falls to the ground. The character can end crumple with crumple recovery. Immediately after being put into crumple, the character is considered grounded, and after falling forward to the ground, the character is put into an hard knockdown state. Once the untechable time passes, the character can tech as normal.
Crumple time scales with hitstun scaling, but there are some attacks which have fixed crumple times.
Freeze
Freeze is a hitstate caused by getting hit by certain moves of Londrekia. You'll be surrounded by ice, and be stuck in hitstun for a fixed amount of time. The amount of time depends on each attack, and after the effect has elapsed, you'll automatically transit to a knockdown. This allows for air combos that go to freezing, to more preparation time for a high/low mixup.
Hard Knockdown
A knockdown that disables Emergency Teching. This usually allows for longer combos and more time to setup an offense. An example of this is Hyde's 214C.

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