Under Night In-Birth/UNI2/Eltnum/Frame Data

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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.
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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

Character Stats

Health Smart Steer Route
10400 5A > 5B > 5C > 214A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -970 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2200 220 3300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 24 -38127 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Can perform an air throw.
  • Has 13 bullets indicated by a gauge below Eltnum's health bar.
    • When using gun moves, bullets are consumed.
    • When reloading bullets manually or by consuming all bullets, a reload gauge appears below the bullet gauge.
    • During manual reload, if a button press is timed properly in the white area of the reload gauge, bullets reloaded will become purple which have enhanced properties.
  • Can influence air momentum (Aerial Drift) by holding 4 or 6 after an 8 jump (neutral and super jump cancel off 3C).
  • Can air backdash by inputting 44 or 4AB while aerial.
    • Can also cancel into air backdash from some aerial normals.
Vorpal Trait
  • 5A and 2A can be cancelled on whiff.
  • Moves that are special cancellable can be cancelled into backdash.

Normal Moves

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
5A 170 Mid 5 2 12 18 -2 SE, TH, (J), N, SP, EX, CS
Vorpal: -SE-, TH, (J), -N-, -SP-, -EX-, -CS-
Strike 11 95 13 15 9 60 93 5-13, in Vorpal 4-13 for whiff cancelable moves
5B 490 Mid 8 4 18 29 -6 N, SP, CS Strike 15 90 16 25 10 81 91 8-23 On Hit
5C 680 Mid 13 4 22 38 -10 N, SP, CS Strike 15 89 18 25 10 91 84 13-20 On Hit
5[C] 720 Mid 24 4 20 47 -6 N, SP, CS Strike 17 90 23 25 10 92 76 24-37 On Hit
5C~C 450 Low 22 5 17 43 +3 N, SP, CS Strike 17 95 Vacuum, Knockdown Launch 26 26 11 (self 6) 84 78 Normal: 22-43 On successful hit, Special: 22-35 On Hit, 36-43 On successful hit
2A 140 Low 6 2 12 19 -2 N, SP, CS Foot 11 95 13 15 9 50 97 6-13 On hit
2B 430 Low 7 4 20 30 -8 N, SP, CS Foot 15 90 16 25 10 65 93 7-24 On hit
2C 350×2 Low×2 13 2(6)4 16 40 -4 (N) (1), N (2), SP, CS Foot, Strike 15, 15 94×2 (once) Launch, HKD (1) Launch 28, Launch 27 28, 27 10 (self 6), 10 78, 78 92, 92 Normal: 13-17 On successful hit, 21-33 On hit, Special: 13-17, 21-33 On hit
jA 140 High/Air Shield 8
Assault: 21
8 9 2 24 -4 UNQ, N, SP, CS Head 11 97 13 21 9 76 90 8-21 On hit
jB 400 High/Air Shield 10
Assault: 22
5 15 3 29 0 UNQ, N, SP, CS Head 15 93 16 24 9 78 88 10-26 On hit
jC 580 High/Air Shield 12
Assault: 24
5 20 4 36 +6 N, SP, CS Head 17 90 Launch 18 19 [27] 10 70 93 6-19 On hit
j[C] 975 [750] High/Air Shield 19
Assault: 31
5 20 4 43 +13 N, SP, CS Head 17 85 [88] Launch Launch 41 11 77 [0?] 82 [80] 19-37 On hit
6B 615 High 26 2 25 52 -9 (N), SP, CS Strike 17 86 18 25 11 60 70 Normal: 26-39 On successful hit, Special: 26-39 On hit
6[B] 950 High 33 8 19 59 -9 26-34 Foot N, SP, CS Strike 17 84 Launch, Ground Bounce, HKD Launch 85 40 16 68 75 33-46 On hit
6C 590 Mid 22 4 17 42 -3 8-19 Foot SP, CS Strike 17 90 25 29 11 60 90
6[C] 900 High 36 4 12 51 +2 15-33 Foot SP, CS Strike 17 85 Ground Bounce Launch 31 31 11 68 85
3C 470 Mid 9 2 22 25 -6 14-17 Head N, SP, CS Strike 17 93 Launch Launch 29 29 11 83 92 Normal: 9-14 On hit, 15-21 On successful hit, Special: 9-21 On hit
3[C] 520 Mid 18 2 24 43 -8 17-19 Head N, SP, CS Strike 17 93 Launch Launch 36 36 11 84 92 Normal: 18-23 On hit, 24-30 On successful hit, Special: 18-30 On hit
j2b 350 Mid/Air Shield 12 Until landing 11 -1 (N), (SP), EXS, (CS) Head 11 94 18 25 11 60 90 Normal: L+5-11 on successful hit, Special: L+0-11 on successful hit
j2[B] 550 Mid/Air Shield 19 Until Landing 8 +1 (N), (SP), EXS, (CS) Head 11 94 Knockdown 18 28 11 60 90 Normal: L+3-8 on successful hit, Special: L+0-8 on successful hit
66B 640 Mid 11 4 13 27 -5 10-14 Foot SP, CS Strike 11 83(P1)/88(P2) Wall Bounce WallBounce 31 WallBounce 31 11 81 90 11-20 on hit
66C 420, 500 Mid, High 10 4(10)8 15 46 -5 7-13 Foot SP, -EX- (2), CS Strike 17, 17 92, 89 (1 hit) Launch, Knockdown(2) Launch 25, 31 + FBounce + Down 10 26, 31 + FBounce + Down 10 9, 11 83, 83 93, 93 Special: 10-15, 32-43 on successful hit; EX: 10-15 on hit, 32-43 any; CS: 10-15 on hit, 24-31 on successful hit, 32-43 any


Universal Mechanics

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
B+C 250, 560 Mid 1 GRD 11 4(4)5 15 38 -2 11-21 Head
(11-23 Projectile upon successful projectile clash)
SP (2), -EX-, -CS- Strike 17, 17 98, 90 Wall Bounce 18, Launch + WB 34 25, 34 11 (self 6), 11 0, 0 98, 92 SP: 19-38 on hit; EX/CS: 11-14, 19-38 any
[B]+[C] 270, 920 Mid 1 GRD 22 3(7)5 25 61 -1 22-34 Head
(22-38 Projectile upon successful projectile clash)
N (1), (J) (1), SP, -EX-, -CS- Strike 17, 17 97, 87 Wall Bounce 18, Launch + WB 35 25, WB 35 10 (self 6), 11 (self 0) 0, 0 96, 88 J: 22-27 on successful hit; N: 22-27 on hit; SP: 22-27, 50-59 on hit; EX/CS: 22-27, 32-59 any
A+D 1621 Throw (100) 4 1 26 30 Throw Knockdown
jA+D 1160 Throw (150) 2 [1] 1 [2] Until Landing+8 Throw Knockdown
6A+B+C 0 Mid 100 EXS, All GRD 15 5 26 45 -12 1~15 Full, 16~45 Full on hit Strike Launch
A+B+C 0 All 100+ EXS 15 2 7 (3 on hit) 64 (54 on hit) -23 1~30 Full Strike Launch
A+B+C 0 All 100+ EXS 2 4 20 25 +3 1~19 Full Strike Launch


Special Moves

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
j44 16
236A 650 All 1 Bullet 11 2 31 42 -3 -EX-, -CS- Projectile 17 91 18 25 11 90 86 11-26 any
236A 850 All 1 Enhanced Bullet 11 2 26 38 +1 -EX-, -CS- Projectile 17 88 18 30 11 90 87 11-24 any
236B 270×2, 450 All 3 Bullets 13 2(7)2(10)2 34 68 -6 -EX-, -CS- Projectile 92×3 (1 hit)
236B 350×2, 620 All 3 Bullets 13 2, (7), 2, (10), 2 34 63 -1 -EX-, -CS- Projectile
236C 330×6 [380×6] All 1 Bullet, 100 EXS 12 22 44 77 -12 (-4~-8) CS Projectile Wall Bounce
236C 400×6, 500 All 1 Bullet, 100 EXS 12 26 44 81 -12 (-4~-8) CS Projectile Wall Bounce
236[A] 820 All 1 Bullet 24 4, 4, 5 20 56 -4, 0, +4 -EX-, -CS- Projectile Launch
236[A] 820 All 1 Bullet 21 4, 4, 5 13 46 +3, +7, +11 -EX-, -CS- Projectile Launch
236[B] 820 All 1 Bullet 24 4, 4, 5 22 58 -6, -2, +2 -EX-, -CS- Projectile Ground Bounce
236[B] 820 All 1 Bullet 24 4, 4, 5 16 52 0, +4, +8 -EX-, -CS- Projectile Ground Bounce
623A 375×2, 350×3 Mid 5 17 28 49 -15 1-16 Head, Dive -EX-, -CS- Strike Launch
623B 600, 280×5 Mid 6 19 34 57 -25 1-9 Full, 10-23 Head, Dive (CS) Strike Launch
623C 190×10, 100, 1300 Mid 100 EXS 5 17, (5), 8 42 74 -29 1-27 Full (CS) Strike Launch
j623A 375×4, 330 All 7 3,3,5 Until Landing+6 5~17 Head, Dive -EX-, -CS- Strike 17×5 93×4, 95 Launch Launch 25×5 25×5 4×4, 11 80×5 90×5 7-28 any
j623B 360×3, 400×2, 310 Mid 7 14 Until landing -25 ~ -35 1~20 Head (CS) Strike Launch
j623C 190×10, 100, 1300 Mid 100 EXS 5 16 Until Landing -32 ~ -59 1~28 Full, 1~3 / 8~9 Throw (CS) Strike Knockdown
214A 420, 640 Low 13 4 24 40 -8 EX, CS Foot Knockdown
214B 440, 710 Low 18 4 24 45 -8 EX, CS Foot Knockdown
214[B] 922×2 Gold Throw 33 72 EX, CS Throw Wall Bounce
214C 400, 290×5 Low 100 EXS 9 7 18 34 -6 CS Foot 100×5, 45 Restand
421A 30 4-21 Projectile, 8-21 Throw No Collision
421B 320, 650 Mid 25 2, (2), 3 26 57 -11 6-24 Projectile, 10-20 Throw (N), SP, EX, CS Strike Launch
421C 400×3, 850 Mid 100 EXS 4+(20 Flash)+3 13 34 53 -20 1-3 Full, 4-19 Strike (UNQ), (N), (SP), (CS) Launch
22A 800 (1100) Low 1 Bullet 10 2 26 37 -1 -EX-, -CS- Tumble on Counter
22B 170×4, 460 [240×4, 550] Mid 5 Bullets 17 28, (1), 2 19 66 +10 -EX-, -CS-
22C See notes
j214A 400, 1100 Mid/Air Shield 12 Until Landing 10 Varies [+7 at best] 0 (CS) Dive Knockdown
j214B 400, 1100 Throw 28 Until Landing 19 (CS) Dive, Throw Knockdown
j214C 400, 275×4, 600 Mid 100 EXS 5 Until landing 9 +8 ~ +2 [+8 at best] +50 0 CS Dive Knockdown


Infinite Worths

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
41236D 386×10, 770 All 200 EXS 1+(60 Flash)+9 104 -22 1-31 Full, 32-45 Strike Strike Knockdown
A+B+C+D 3750 All 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) 3+14 2 51 69 -25 1~? Full Strike Knockdown


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