Under Night In-Birth/UNI2/Eltnum/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Notes

  • The TOTAL amount of Bullets used in the combo will be shown under the cost section, while the minimal amount of those bullets that must be Enhanced (ENH) will be shown right next to it.
  • Most combos from past versions still work and are useful in UNI2, if you want to see a more complete combo compendium, check this doc

Getting Started

The following is a list of Combos to start off with Eltnum that are recommended to learn. They are very complete and easy, having good corner carry, meter building and most common ender for the character. They also teach vital parts for her routes that you are going to still use in more advanced combos, since they still uses whiffed A normals, j.[C] links, midcrodashes and delayed ricochet shots. If you are interested in making Eltnum your main it's recommended that you start learning these and getting them in your muscle memory.

It is recommended that you at least go through the tutorial until intermediate level to get a simple idea on her tools.

Combo Damage Cost Meter Gain Location
  • This is the bare minimum combo that you need to learn in order to, well, at least do some damage to play the game!
  • It is an way simpler version of 5-1. You only need to delay a little bit for j.B, and the remaining is just mash your direction buttons. As long as you are close enough after 2C, you can combo into this simple aerial parts into bullet > reload.
  • An slightly more optimized combo of the above, this time instead of straight up 66C, we do a little more shooting.
  • Enhanced bullets do quite a bit more damage so you always want to aim for filling as many enhanced bullets as possible.


Enders

Combo Cost Location
  • 66C is your staple ender with hard knockdown.
  • Alternate ender that avoids using bullets for better midscreen okizeme.
  • 66C oki usually can't cover backtech, so this ender is a good option to keep offensive momentum.
  • Odd ender to push your opponent back to neutral.
  • Useful if you feel more comfortable playing neutral against your opponent, or if you want some space to concentrate after reloading.
  • New to UNI2, you can cancel 66C(1) into j.214C for more damage and plus frames with hard knockdown.
  • This will be your usual ender if you want to spend some bar.
  • Metered ender to add more corner carry to your routes.
  • 66C(1) j.214A can whiff if too far. To avoid this, you have to micro-dash before your first 66C, like this
  • If too hard, you can just do 22B 214C 66C instead.
  • Ender to kill with 100 meter.
  • Now in UNI2, 623C is a better ender for dmg than 421C.
  • CVO ender with <30% HP

For extra resources about metered enders, check this doc

Combos

If you want to see a more complete combo guide, check this doc

Midscreen A Starters

Combo Damage Cost Meter Gain Location
  • Basic 5A 2C combo.
  • Midscreen AT ender. Uses few bullets so you don't have to reload.
  • Midscreen combo with purple bullets.
  • Whiffing some 22B bullets after 421B is usually ok for better dmg, as it avoids SMP (this is new to UNI2).

Midscreen B Starters

Combo Damage Cost Meter Gain Location
  • 2B 2C combo.
  • ENH route. You want to immediately cancel into 22B after 421B to whiff some bullets.

Midscreen C Starters

Combo Damage Cost Meter Gain Location
  • Far 2C/5C confirm.
  • Far 2C confirm with purple bullets.

Corner A Starters

Combo Damage Cost Meter Gain Location
  • 5A corner combo, if it's too hard, skip 236[A].
  • The Classic, this is your first step towards optimizing damage with enhanced bullets.
  • You can do this sequence from virtually any starter in the corner.
  • Slight optimization for the previous combo. Good confirm if you used a few bullets in pressure.

Midscreen 22A CH Punish

Combo Damage Cost Meter Gain Location
  • 5C routing is more optimal than 2C routing.
  • ENH optimization for the 22A punish combo. 23AB6A is the input for dash 236A using the dash macro buffer.

Corner 22A CH Punish

Combo Damage Cost Meter Gain Location
  • A simple 22A combo with high damage. Very universal, as it works even against reversals that push you away from the corner (like Byak 236C).
  • If you're new to the game, you can do the same route with ENH bullets.
  • ENH optimization for the CH 22A universal combo.
  • 23AB6A is the input for dash 236A using the dash macro buffer.
  • Probably optimal 22A punish.
  • If you try to punish a horizontal reversal, 3[C] 421B won't connect.
  • Also, when compared to 22A 5C 3[C] routes, this one doesn't work against Elt and Linne 623B. Might need to do 22A md.3[C] against other reversals.


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