Under Night In-Birth/UNI2/Byakuya

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Uni2 profile byakuya.png

Story

The young Byakuya wandered the Night in despair...
until he came across a young girl with a striking resemblance to the beloved sister he was mourning.

Attributing this meeting to destiny, Byakuya decided to address the girl as "Sis" and agreed to help her with her search for someone.
Byakuya then learned of his sister's cruel past... but his love for her didn't waver one bit. In fact, if anything, it grew stronger...
As the pair search through the Night, they hear rumors that the world will soon meet its end...
"Oh, how I'd love to see the end of days together with you, sister..."
"But we must continue our search."

Their decision made, the two of them set out for the Abyss of the Night in order to save the world.

Fine by me.
I've already decided that wherever you go, I go, Sis.

Gameplay

Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.

Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's.

From Sketched & ThatGuy's Primer


Strengths Weaknesses
  • Great Pressure: Large cancel windows on buttons that are fairly big can make pressure scary to mash against. Web setups also let Byakuya combo from his throw.
  • Remarkable Neutral Options: Normals are very long-range for their speed, and are complemented by Byakuya's good mobility and high reward on conversions. New to UNI2, 22C is a tracking air unblockable low that catches airborne opponents from anywhere on the screen, making him scary to play keepaway with once he has 100 meter.
  • Very Strong Corner Game: Has good corner carry and easy sideswaps. Once in the corner he has very good oki and mixup opportunities.
  • Good Resource Usage: Byakuya gets a lot of mileage out of his resources, like stronger setups, conversions, or space control.
  • Limited Defense Without Meter: No meterless reversal or 5 frame normal, making it a bit difficult to get out of extended close-range pressure resets (e.g. Mika, Akatsuki, Eltnum).
  • Extended Pressure: No plus EX moves means no guaranteed way to extend pressure after committing to specials without CS. 22C, however, is only -3, giving him a safe cancel option from third stage rekkas.

Character Stats

Health Smart Steer Route
10500 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -1000 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 3000 0 3000
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 28 -35350 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Several moves set web traps on the screen that will snare an opponent that touches them.
    • Webs can be destroyed by special moves or any normal. Single hit projectiles will clash with webs.
    • It's worth noting that after coming in contact with a web, it does not connect immediately. "Meaty" webs effectively have 14 frame startup for this reason.
    • Byakuya getting hit or either player teching a throw will clear all existing webs. Causing Byakuya to block will not, however.
Vorpal Trait
  • Webs give slightly more GRD on hit.
  • Floor webs (623[x]/214xxD) deal more chip damage.
  • After performing 214XXB, Byakuya can perform a second web before he hits the ground.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
UNI2 Byakuya 5A.png
UNI2 Byakuya 5A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 20 -3 -

Fast jab with one of Byakuya's claws.

  • Great horizontal and vertical hitbox for its speed. One of the best 5As in the game.
  • Cornerstone of Byakuya's pressure resets and mashing out of pressure on defense.
  • Can cancel into itself by inputting 4A on block
5B
5B
5B
UNI2 Byakuya 5B.png
5B
UNI2 Byakuya 5BB.png
5BB
UNI2 Byakuya 5B HB.png
5B
UNI2 Byakuya 5BB HB.png
5BB
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450 Mid N, SP, EX, CS, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
10 5 17 31 -6 -

A wide thrust with all of Byakuya's claws.

  • Excellent preemptive anti-air, and covers space directly above Byakuya better than 3C does.
  • Relatively disjointed hitbox, allowing it to bait Veil Off when spaced properly.
  • Byakuya's safest on block normal outside of his A normals. Another common pressure reset point.
  • Whiff cancellable into 5BB.
Damage Guard Cancel Property Cost Attribute
598 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 4 25 41 -11 -

Followup to 5B. Shares an animation with the last hit of Byakuya's rekka.

  • Byakuya's furthest reaching normal.
  • Moves Byakuya forward a noticable amount.
  • Usable twice in a single blockstring via Smart Steer (5BB5AAB).
  • Common autopilot option from tip 2C for a 6 frame gap on block, and an easy pickup on hit.
5C
5C
5C
UNI2 Byakuya 5C.png
UNI2 Byakuya 5C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 3 22 36 -7 -

A pointed thrust with all of Byakuya's claws.

  • Byakuya's only C normal that frame traps natrually from A normals (1f gap).
  • Slightly moves Byakuya forward.
  • Go-to punish starter.

Crouching Normals

2A
2A
2A
UNI2 Byakuya 2A.png
UNI2 Byakuya 2A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -

A quick low swipe with one of Byakuya's claws.

  • Despite the animation, this move is a mid, not a low.
  • Much shorter range than 5A, leaving this move more suited for rebeats. Due to 5A being cancellable into itself with 4A, has less application for starting close range pressure this version.
2B
2B
2B
UNI2 Byakuya 2B.png
UNI2 Byakuya 2B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
9 5 19 32 -8 -

Byakuya lunges down low with 3 claws.

  • Very strong poke due to it's speed and range.
  • Good for poking out of reverse beats.
  • Suprisingly tall, and will catch assault startups.
  • At tip range/hitting extended hurtboxes, will need to confirm with 5C 22B instead of the standard 2C 236B.
2C
2C
2C
UNI2 Byakuya 2C.png
UNI2 Byakuya 2C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
11 5 25 40 -12 -

A far reaching sweep with Byakuya's claws.

  • A very far reaching poke with very good reward.
  • 2C whiff 2A can be easily confirmed into 66b on counter hit.
  • On regular hit it can be confirmed into 236B fairly easily due to it's large stagger window.
  • Has counter hit recovery, making it extremely costly to whiff in neutral.

Air Normals

j.A
j.A
jA
UNI2 Byakuya j.A.png
UNI2 Byakuya j.A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 2 13
[2 on landing]
22 -3~+9 -

A fast attack that hits at an awkward angle.

  • Whiffs on crouching hurtboxes.
  • Neutral/back jump j.A can be a servicable air to air for angles that 5B/3C can't cover.
j.B
j.B
jB
UNI2 Byakuya j.B.png
UNI2 Byakuya j.B HB 1.png
UNI2 Byakuya j.B HB 2.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 4 26
[3 on landing]
39 -14~+12 -

Byakuya spreads his claws out to attack at all angles.

  • Hits behind Byakuya very consistently. Can't really be used as a crossup jump in due to UNI's crossup protection, but has similar use to j.A as an air to air.
  • Staple in Byakuya's air combos.
  • Whiffs on crouching hurtboxes when done immediately after assault startup.
j.C
j.C
jC
UNI2 Byakuya j.C.png
UNI2 Byakuya j.C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 High, Air Shield N, SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 4 19
[4 on landing]
34 -5~+13
[+6~+15 on assault]
-

Downward-angled thrust with all of Byakuya's claws.

  • Byakuya's go-to normal for assaults and most jump-ins.
  • Immediate assault j.C is -8 on shield.

Command Normals

3C
3C
3C
UNI2 Byakuya 3C.png
3C
UNI2 Byakuya 3C IC.png
3[C]
UNI2 Byakuya 3C HB.png
3C
UNI2 Byakuya 3C IC HB.png
3[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 22 35 -7 [needs testing]

An upward-angled thrust with Byakuya's claws.

  • Covers a bit more of a horizontal anti-air angle than 5B.
  • While no longer a low, Byakuya is still able to run a somewhat ambiguous high/low with 3[C]/3{C} 2B.
Damage Guard Cancel Property Cost Attribute
898 High SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
29 2 23 53 -7 [needs testing]

Slower, overhead version of 3C.

  • Fairly safe on block when spaced well.
  • Massive special cancel window, despite lack of normal cancels.
  • Buffed as a combo starter from UNICLR, and will now do around the same damage as the rest of his B/C normal starters.
j.2C
j.2C
j2C
UNI2 Byakuya j.2C.png
j.2C
UNI2 Byakuya j.2C IC.png
j.2[C]
UNI2 Byakuya j.2C HB.png
j.2C
UNI2 Byakuya j.2C IC HB.png
j.2[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
674 Mid, Air Shield (N), SP, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 20 9
[5 on landing]
40 -5~+12 -

A multi-hitting air attack all around Byakuya.

  • Halts upward momentum upon use.
  • No hitbox above Byakuya, despite the animation.
  • Frame advantage calculated from tk height + point blank -> landing with a late hit.
  • In practice, most landing/late hit j.2C spacings will leave Byakuya around +3-+7 before shield.
Damage Guard Cancel Property Cost Attribute
1125 Mid, Air Shield (N), SP, CS Launch - Strike, Head
Startup Active Recovery Overall Advantage Invul
19 - - - +5~+13 -

A larger version of j.2C with more hits (6 instead of 3).

  • Larger hitboxes and launches on hit, but similar to j.2C, despite the animation, hitboxes are mostly present under and in front of Byakuya.
  • While shielding any of the hits incurs increased recovery for Byakuya, its active frames will frequently cancel into landing recovery due to halting upward momentum on startup, leaving it slightly plus on shield when spaced well.

Dash Moves

66B
66B
66B
UNI2 Byakuya 66B.png
UNI2 Byakuya 66B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
650 Low SP, EX, CS Knockdown - Strike, Foot
Startup Active Recovery Overall Advantage Invul
9 16 14 38 -12~+3 -

A fast, forward-moving slide.

  • Varied frame advantage depending on which active frame hits opponent.
  • More susceptible to getting stuffed by jumps/assaults than dash 2B, but further reach and a more active hitbox.
  • Cancellable into 22A with very little commitment to stay safe on block and an easily confirmable pickup on hit.
66C
66C
66C
UNI2 Byakuya 66C.png
UNI2 Byakuya 66C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1228 Mid SP, EX, -CS- Launch, Wall Bounce on last hit - Strike
Startup Active Recovery Overall Advantage Invul
15 18 23 55 -9 -

A long-reach multi-hitting attack.

  • An important component of Byakuya's neutral due to his otherwise lacking full-screen options.
  • Good for punishing an opponent recklessly throwing out fireballs or other long-range attacks.
  • Can confirm into a full combo on hit with 214C.
  • Deadzone in front of Byakuya. Forward jumping/assaulting at the inner tip of this move's range will cause it to whiff entirely.
  • Cancellable into Chain Shift on whiff.

Universal Mechanics

Force Function
I'll Plant It Somewhere Over Here (Just Kidding)
この辺に仕掛けておこうかな?(なーんてね)
B+C
UNI Byakuya BC.png
UNI Byakuya BC IC.png
UNI2 Byakuya BC HB.png
UNI2 Byakuya BC IC HB.png
Hitboxes Off
Hitboxes On
B+C
I'll Plant It Somewhere Over Here (Just Kidding)
Damage Guard Cancel Property Cost Attribute
898 High CS Crumple on grounded hit, Knockdown on air hit GRD Strike
Startup Active Recovery Overall Advantage Invul
26 4 33 62 -19 -

A fake web leading into an overhead.

  • Whiffs point blank midscreen.
  • Another option to call out crouch shields in blockstrings aside from assault j.C.
  • Only cancellable with Chain Shift, and extremely unsafe on block.
[B]+[C]
I'll Plant It Somewhere Over Here (Just Kidding)
Damage Guard Cancel Property Cost Attribute
898 High CS Crumple on grounded hit, Knockdown on air hit GRD -
Startup Active Recovery Overall Advantage Invul
30 4 34 67 -20 -

A slower version of Byakuya's Force Function with the attack moved further forward.

  • No notable use case.
Throw
Throw
投げ
A+D
UNI2 Byakuya AD.png
UNI Byakuya AD 4.png
Backwards Throw Followup
UNI2 Byakuya AD HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 - - - +60 -

Byakuya grabs the opponent and slams them into the ground.

  • Very good oki for a throw, giving Byakuya enough time to set a web and dash up to continue his offense when in the corner.
  • It's possible for Byakuya to throw the opponent into webs, snaring them for a full combo.
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +61 -

A followup to Byakuya's throw that places the opponent right behind Byakuya.

  • Useful for positioning opponents so that they get snared by webs placed awkwardly close by.
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +61 -

A followup to Byakuya's throw that leaves the opponent about a quarter-screen's length behind Byakuya.

Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
- - - - +62 -

A followup to Byakuya's throw that leaves the opponent about a half-screen's length behind Byakuya.

  • Has the longest knockdown out of Byakuya's throws, so if you want optimal oki off a throw in the corner you should input 4AD~7.
Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
UNI2 Byakuya 5B.png
UNI2 Byakuya 6ABC HB.png
Hitboxes Off
Hitboxes On
6A+B+C
Guard Thrust
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, All GRD Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full, 16~45 Full on hit
6A+B+C
Guard Thrust
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, All GRD Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Byakuya ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full

Universal reversal that blows the opponent back on hit.

  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
How Shall I Cook You?
どう料理しよう?
236X
UNI2 Byakuya 236X.png
236X
UNI2 Byakuya 236XX.png
236X~6X
UNI2 Byakuya 236XXX.png
236X~6X~6X
UNI2 Byakuya 236A HB.png
236A
UNI2 Byakuya 236XX HB.png
236X~6X
UNI2 Byakuya 236XXX HB.png
236X~6X~6X
UNI2 Byakuya 236B HB.png
236B
UNI2 Byakuya 236C HB.png
236C
Hitboxes Off
Hitboxes On
236A
How Shall I Cook You? (A)
Damage Guard Cancel Property Cost Attribute
438 Mid -EX-, -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 26 40 -6 -

The 4-hit first part of Byakuya's rekka series.

  • Shorter range but less recovery than 236B, and 1f faster startup.
  • Staple in Byakuya's combos.
  • If spaced at tip range, difficult for 6 frame buttons to punish.
  • Extremely long cancel window, letting Byakuya frametrap effectively with 236A~6X.
  • Can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
    • Cancelling into the 4A followup can be a good way to reset pressure against inexperienced opponents, but the gap leading into the web is enormous, so a good player will usually kill you for doing this.
236A~6X
Minced? (A)
Damage Guard Cancel Property Cost Attribute
660 Mid, Air -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
16 6 28 49 -8 7-21 Foot

The 6-hit second part of Byakuya's rekka series.

  • This move is the same regardless of which button is pressed to input it.
  • Byakuya leaps up much lower than 236B~6X, and is less - on block.
  • Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
    • Like the grounded version, doing this is very risky but useful against inexperienced opponents.
  • Many characters with vertical reversals can use them to easily punish this move regardless of followup.
236A~6X~6X
Or... Shredded? (A)
Damage Guard Cancel Property Cost Attribute
920 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
9 12, (8), 6 33 67 -21 -

The 7-hit final part of Byakuya's rekka series.

  • This move is the same regardless of which button is pressed to input it.
  • Very unsafe on block, so be careful using this move without CS/meter for 22C to make it safe.
  • Natural 1f gap between 236AA and 236AAA. Can be whiff cancelled with Chain Shift to bait any reversal.
  • Mediocre oki as an ender. generally preferable to end with 236A~4A~X~A or 236A~4A~X~B
236B
How Shall I Cook You? (B)
Damage Guard Cancel Property Cost Attribute
438 Mid -EX-, -CS-, -UNQ- Launch - Strike
Startup Active Recovery Overall Advantage Invul
12 4 27 42 -7 -

The first part of Byakuya's rekka, moving further than 236A.

  • Has more forward movement and a larger hitbox than 236A, but more recovery.
  • Very useful move for hit confirming.
  • Launches on hit unlike 236A, and can juggle into 5A depending on range.
  • Like 236A, can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
  • Extremely long cancel window, letting Byakuya frametrap effectively with 236B~6X.
  • It's large, forward moving hitbox can be good at catching jumps or assaults.
236B~6X
Minced? (B)
Damage Guard Cancel Property Cost Attribute
660 Mid, Air -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
20 6 32 74 -12 7-21 Foot

The second part of Byakuya's rekka series, jumping much higher than 236A~6X.

  • This move is the same regardless of which button is pressed to input it.
  • Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
    • This can be somewhat difficult to punish for some characters due to Byakuya's height, so you can sometimes get away with using his j.214X followups to continue pressure or return neutral, but don't rely on it.
  • Many characters with vertical reversals can use them to easily punish this move regardless of followup.
236B~6X~6X
Or... Shredded? (B)
Damage Guard Cancel Property Cost Attribute
920 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
9 12, (8), 6 33 67 -21 -

The 7-hit final part of Byakuya's rekka series.

  • This move is the same regardless of which button is pressed to input it.
  • Very unsafe on block, so be careful using this move without CS/meter for 22C to make it safe.
  • Natural 5f gap between 236BB and 236BBB that can be punished with throw even with Chain Shift available. You will have to cancel 236BB while airborne to keep the string gapless.
236C
How Shall I Cook You? (C)
Damage Guard Cancel Property Cost Attribute
2060 Mid (CS) Vacuum, Knockdown on last hit 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
4+4 4, (18), 6, (16), 4, (14), 6, (15), 10, (6), 6 33 145 -21 1~3 Full, 4~11 Strike, Projectile

A 27-hit string ending in a knockdown.

  • Byakuya's primary reversal.
  • Excellent horizontal range for how fast it is.
  • Doesn't have full throw invuln, so it will occasionally lose to throws or command grabs.
  • The first hit has a very strong suction effect, making this move good for punishing extended hurtboxes after CS.
  • Can whiff against jumping or assaulting opponents if not timed properly.
623X
You're Almost Ready to Eat
そろそろ食べごろかな?
623X
UNI Byakuya 623X.png
623A
You're Almost Ready To Eat (A)
Damage Guard Cancel Property Cost Attribute
898 Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) - Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
33 1 39 (28 on grab) 72 (61 on grab) - 13~32 Throw, 33~37 Full

Byakuya runs past the opponent, snaring them in a web.

  • Easily jumpable on reaction if opponent is aware of it, but a bit difficult to punish if they have a web above them (requires air shield on the web they jump into).
623B
You're Almost Ready To Eat (C)
Damage Guard Cancel Property Cost Attribute
898 Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) - Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
35 1 40 (29 on grab) 74 (63 on grab) - 13~34 Throw, 35~39 Full

A further-reaching variant of 623A.

623C
You're Almost Ready To Eat (C)
Damage Guard Cancel Property Cost Attribute
1390 (grab), 898 (web) Unblockable (grab), Mid (web) - Snare (grab), GRD Steal, Snare (web) 100 EXS Throw (grab), Strike (web)
Startup Active Recovery Overall Advantage Invul
4+10 2 37 52 - 1~12 Throw, 13-17 Full
Byakuya snares the opponent for an extremely long period of time. A core component of Byakuya's corner okizeme, giving him time to set up three webs and still meaty the opponent.
623[X]
You're Almost Ready to Eat (Feint)
そろそろ食べごろかな?
623UNI Input Hold.png[X]
UNI Byakuya 623X IC.png
623[A]
You're Almost Ready To Eat (Increase A)
Damage Guard Cancel Property Cost Attribute
898 Mid - GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
47 - - 63 +17 -

A feint of 623A, returning Byakuya to his initial location and setting a ground web.

  • Sees some use in web setups after snaring opponent with 623C.
  • Deals considerably more chip damage than 214X/j.214X webs.
623[B]
You're Almost Ready To Eat (Increase B)
Damage Guard Cancel Property Cost Attribute
899 Mid - GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
56 - - 67 +22 -
A feint of 623B, returning Byakuya to his initial location and setting a ground web.
214X
I'll Plant It Somewhere Over Here
この辺に仕掛けておこうかな?
214X
UNI Byakuya 214X.png
214A
I'll Plant It Somewhere Over Here (A)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
47 - - 53 +22 -

Byakuya sets a web right in front of him that will snare the opponent on hit.

  • A core part of Byakuya's combos and okizeme.
  • If Byakuya performs another grounded 214X while another web still exists, it will replace the old one.
    • This is counted separately from webs placed by j.214X and the floor webs from 623X/214X-X-D, meaning Byakuya can have three webs on the screen at once.
  • Webs can be destroyed by any normal or special move. They will clash with projectiles.
  • Webs will give Byakuya about half a block of GRD on hit, and drain half a block from the opponent.
    • This can only happen once per combo per web, meaning he can steal GRD once with 214X and once with j.214X.
  • Having a web nearby will allow Byakuya to combo off of throws, making his throw mixup very scary.
  • Takes 14 frames to become active when the opponent comes in contact with a web trap, giving the opponent some time to try and hit Byakuya.
    • This also gives Byakuya time to sneak in a throw before webs trigger blockstun.
  • If Byakuya gets hit or a throw gets teched, all currently existing webs will disappear.
214B
I'll Plant It Somewhere Over Here (B)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
49 - - 59 +18 -

Sets a web further away from Byakuya and a bit off the ground.

  • Byakuya's primary ground web for his 623C web setups.
  • Won't trigger against most crouching enemies, allowing Byakuya to throw opponents and get a combo.
  • Can be cleared without putting opponent in blockstun if the opponent stands up for a few frames then returns to crouching, but this opens them up to being hit by lows (2B, 2C, 22B). Reading your opponent's standblock timing when they have a web above them is an integral part of Byakuya's pressure.
214C
I'll Plant It Somewhere Over Here (C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
51 - - 63 +16 -

Sets a web far away from Byakuya and high off the ground.

  • Good to set up for throw combos since it's hard to destroy, but it takes the longest time to set.
  • Opponents with a 214C web above them (except Merkava and Waldstein) have to air block the web to clear it, allowing Byakuya to hit jumping opponents with ground normals (all air unblockable).
  • Also useful against opponents with parries (e.g. Akatsuki, Enkidu) - placing a web above their standing hurtbox makes it more difficult for them to use a web for a free parry proc.
22X
Let's Have a Taste
味見と行こうか
22X
UNI2 Byakuya 22A.png
A Version
UNI2 Byakuya 22B.png
B Version
UNI2 Byakuya 22C.png
C Version
UNI2 Byakuya 22A HB.png
A Version
UNI2 Byakuya 22B HB.png
B Version
UNI2 Byakuya 22C HB.png
C Version
Hitboxes Off
Hitboxes On
22A
Let's Have a Taste (A)
Damage Guard Cancel Property Cost Attribute
- Low -EX-, -CS-, -UNQ- Launch - -
Startup Active Recovery Overall Advantage Invul
14 - - 37 -4 -

Byakuya punches the ground, summoning spikes a set distance away that hit low. Similar to his 236X series, it is cancellable into web sets (including on whiff) with 4X.

22A summons spikes at around tip 5B range. Whiffs point-blank midscreen.

  • Safer on block than all of Byakua's other moves at its tip range, and difficult to contest for some characters if they have a web above them.
22B
Let's Have a Taste (B)
Damage Guard Cancel Property Cost Attribute
- Low -EX-, -CS-, -UNQ- Launch - -
Startup Active Recovery Overall Advantage Invul
18 - - 46 -9 -

22B summons spikes around tip 5C range, and is -9 instead of 22A's -4.

  • A third usable low in a blockstring with more range than 2B and 2C, significantly extending Byakuya's threat range against crouching opponents with a web above them.
  • Despite being -9, extremely difficult to punish on block without shielding it when spaced at tip range.
  • Allows for hit confirms off tip 2B/5C hits at spacings that 2C -> 236B would whiff at.
22C
Let's Have a Taste (C)
Damage Guard Cancel Property Cost Attribute
1998 Low (CS) Launch, Tracking 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+10 - - 81 -3 -

Byakuya summons 3 sets of spikes that all hit low and track the opponent's location on flash.

  • Extremely strong tool to threaten against zoners/upbackers.
  • While 66C does allow for resourceless pickup on hit, this move becomes much more threatening when Byakuya has Vorpal, as cancelling it into Chain Shift on hit allows for a 66C pickup from anywhere on the screen.
  • Will whiff on opponents forward/back jumping at the apex of their jump.
  • Unlike 22A/22B, its only cancel option is into Chain Shift on hit.
  • Due to not being cancellable at all on whiff and its long duration, characters with varied air movement options can force this move to whiff for a punish.
  • Using Creeping Edge (3D) on flash also causes the move to whiff to guarantee a punish.
j.214X
I'll Plant It Somewhere Over Here (Air)
この辺に仕掛けておこうかな?
j214X
UNI Byakuya j.214X.png
j214A
I'll Plant It Somewhere Over Here (Air A)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
43 - - - - -

Byakuya sets a web right in front of him while airborne.

j214B
I'll Plant It Somewhere Over Here (Air B)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
49 - - - - -

Byakuya sets a web about a quarter screen away and right below him.

j214C
I'll Plant It Somewhere Over Here (Air C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air -CS-, -UNQ- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
51 - - - - -
Byakuya sets a web about a half screen away and a character's-length below him.
214X~X
No Point in Running
逃げてもムダさ
214X~X
UNI Byakuya 214XX.png
214X~X
No Point In Running
Damage Guard Cancel Property Cost Attribute
- - -UNQ- - - -
Startup Active Recovery Overall Advantage Invul
13 - - - - -
A command jump followup to Byakuya's 214X series that flings him towards and past whichever web he set.
214X~X~X
Caught You!
ほーら捕まえた
214X~X~X
UNI2 Byakuya j.C.png
A Version
UNI2 Byakuya 214XXB.png
B Version
UNI2 Byakuya 214XXC.png
C Version
UNI Byakuya 214XXD.png
D Version
UNI2 Byakuya 214XXA HB.png
A Version
UNI2 Byakuya 214XXB HB.png
B Version
UNI2 Byakuya 214XXC HB.png
C Version
Hitboxes Off
Hitboxes On
It's worth noting that all of these followups (except D) are punishable on shield, and you should be wary about using them without CS available to cancel into.
214X~X~A
Caught You! (A)
Damage Guard Cancel Property Cost Attribute
680 High, Air Shield -EX-, -CS- Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 12 on landing - - -

An overhead followup to 214X~X.

214X~X~B
Caught You! (B)
Damage Guard Cancel Property Cost Attribute
898 High, Air Shield -N-, -EX-, -CS-, -SP- during vorpal Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 12 on landing - - -

An overhead followup to 214X~X that bounces Byakuya into the air, allowing him to perform more air attacks. If you have vorpal you can special cancel this move into an aerial webset.

  • Sizable disjoint at the bottom of the attack, making it difficult to anti air from directly below Byakuya if he's high up enough.
214X~X~C
Caught You! (C)
Damage Guard Cancel Property Cost Attribute
898 Mid, Air Shield -EX-, -CS- Wall Bounce - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 4 14 on landing - - -

A followup to 214X~X that hits behind Byakuya and wallbounces the opponent.

214X~X~D
Caught You! (D)
Damage Guard Cancel Property Cost Attribute
898 Mid -EX-, -CS- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
36 - 12 on landing - - -
A followup to 214X~X that sets a ground web beneath Byakuya. Like 623[x] webs, deals more chip damage than usual.
214[X]
I'll Plant It Somewhere Over Here (Increase)
この辺に仕掛けておこうかな?
214UNI Input Hold.png[X]
UNI Byakuya 214XX.png
214[X]
I'll Plant It Somewhere Over Here (Increase)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
A command jump that flings Byakuya towards whichever web was most recently placed.
214[X]~X
Caught You! (Increase)
ほーら捕まえた
214UNI Input Hold.png[X]~X
UNI2 Byakuya 214X IC A.png
A Version
UNI Byakuya 214X IC B.png
B Version
UNI Byakuya 214X IC C.png
C Version
UNI Byakuya 214XXD.png
D Version
UNI2 Byakuya 214X IC A HB 1.png
UNI2 Byakuya 214X IC A HB 2.png
A Version
UNI2 Byakuya 214X IC B HB.png
B Version
UNI2 Byakuya 214X IC C HB.png
C Version
Hitboxes Off
Hitboxes On
214[X]~A
Caught You! (Increase A)
Damage Guard Cancel Property Cost Attribute
680 High, Air Shield -EX-, -CS- Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 4 23 35 - -

An overhead followup to 214[X] that hits behind Byakuya.

214[X]~B
Caught You! (Increase B)
Damage Guard Cancel Property Cost Attribute
647, 898 (1410) Mid, Air Shield (falling attack), Mid, Air (web) -EX-, -CS- Launch (falling attack), GRD Steal, Snare (web) - Strike, Dive (falling attack), Strike (web)
Startup Active Recovery Overall Advantage Invul
29 11 - - - 15~19 / 41~45 Full

Byakuya teleports away, places a web at his previous location, and reappears with a multi-hitting air attack. Not an overhead.

214[X]~C
Caught You! (Increase C)
Damage Guard Cancel Property Cost Attribute
898, 898 (1481) Low (slide), Mid, Air (web) -CS- Knockdown (slide), GRD Steal, Snare (web) - Strike, Foot (slide), Strike (web)
Startup Active Recovery Overall Advantage Invul
22~36 11 - - -9 (+15 when web connects) 14~25 / 37~48 Full

Byakuya teleports away, places a web at his previous location, and reappears with a low sliding attack similar to 66B.

214X~X~D
Caught You! (D)
Damage Guard Cancel Property Cost Attribute
898 Mid -EX-, -CS- GRD Steal, Snare - Strike
Startup Active Recovery Overall Advantage Invul
36 - 12 on landing - - -
Byakuya sets a web beneath him.

Super Moves

Infinite Worth

Become a Part of Me
僕の一部になりなよ
41236D
UNI2 Byakuya 41236D.png
UNI2 Byakuya 41236D HB.png
Hitboxes Off
Hitboxes On
41236D
Become a Part of Me
Damage Guard Cancel Property Cost Attribute
3150 Unblockable - Knockdown, Combo Ender 200 EXS Throw
Startup Active Recovery Overall Advantage Invul
9 - - 90 - -

Byakuya snares the opponent in a giant web before performing a multi-hitting super attack.

  • Can be jumped after the super freeze.
  • +56 on hit.

Infinite Worth EXS

Endless Nightmare
終わらない悪夢
A+B+C+D
UNI Byakuya ABCD.png
A+B+C+D
Endless Nightmare
Damage Guard Cancel Property Cost Attribute
- All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
1+14 - - 67 -25 1~26 Full

Byakuya becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C/2C/3C 5A/2A -3
5B/2B/5BB 5A/2A -5
Gap Table
Attack Chain Frame Gap
5A/2A 5C 1F
2C/5C 5B(w) 5BB 6F
236B 236B~6X 1F
236B~6X 236B~6X~6X 5F
236A~6X 236A~6X~6X 1F

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001 Midnight Spider
002 Hell Smoke
003 Ende Regen
004 Drought Earth
005 Rotten Pomegranate
006 Falsehood Night
007 Maple October
008 Dirty Wisteria
009 Bamboo Spear
010 Withered Lilac
011 Blue Ripple
012 Another Galaxy
013 Knight of Mercury
014 Mud Crater
015 Bottom of Abyss
016 Desert Sun
017 Flash White
018 Fullmoon Light
019 Cunning Tiger
020 Valley Magnolia
021 Spurt of Blood
022 Deep Azalea
023 Madness Glow
024 Attack of the Orange
025 Gletscher Satchel
026 Plague Soleil
027 Creeping Villain
028 Tricolor Trooper
029 Rose Thorn
030 Norland Sibling
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