Under Night In-Birth/UNI2/Frame Data

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Frame Data

Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Kaguya
Tsurugi
Kuon

Character Comparisons

Character Health Throwbox width Throw range Smart Steer Route
Akatsuki 10,800 5A~A > cl.5C > 236A > 5A+B > IW (requires 200 EXS)
Byakuya 10,500 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Carmine 10,800 5A > 5B > 6C > 6B~B > 5A+B > IW (requires 200 EXS)
Chaos 10,400 5A > 5B > 5C > 2C > 6C > 5A+B > IW (requires 200 EXS)
Eltnum 10,400 5A > 5B > 5C > 214A > 5A+B > IW (requires 200 EXS)
Enkidu 11,000 5A > 5B > 5C > 22A > 5A+B > IW (requires 200 EXS)
Gordeau 10,800 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Hilda 10,100 5A > 5B > 2C~C > 22A > 5A+B > IW (requires 200 EXS)
Hyde 10,300 5A > 5B > 5C > 22A > 5A+B > IW (requires 200 EXS)
Kaguya 10,300 5A > 5B~B > 236A > 5A+B > IW (requires 200 EXS)
Kuon 10,100 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Linne 10,600 200 105 5A > 6B > 2C > 6C~C > 22A > 5A+B > IW (requires 200 EXS)
Londrekia 10,100 5A > 5B > 5C > 214A > 5A+B > IW (requires 200 EXS)
Merkava 10,400 5A > 4B > 5C > 236B > 5A+B > IW (requires 200 EXS)
Mika 10,700 5A > 5B > 2C > 22A > 5A+B > IW (requires 200 EXS)
Nanase 10,700 5A > 5B > 5C > 236A > 5AB > IW (requires 200 EXS)
Orie 10,600 5A > 2B > 5B > 214A > 5A+B > IW (requires 200 EXS)
Phonon 10,400 5A > 5B > 2C > 236B > 5A+B > IW (requires 200 EXS)
Seth 9,500 5A > 5B > 5C~C > 623A > 5A+B > IW (requires 200 EXS)
Tsurugi 10,800 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Vatista 10,300 5A > 5B > 5C > [6]4A > 5A+B > IW (requires 200 EXS)
Wagner 10,100 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Waldstein 11,500 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Yuzuriha 10,400 200 100 5A > 5B > 5C > 236B > 5A+B > IW (requires 200 EXS)

Ground Movement

Character Forward walk speed Dash startup Initial dash speed Dash acceleration Max dash speed Backward walk speed Backdash startup Backdash duration Backdash distance Invul
Akatsuki 1,180 5 3250 -1,000 5 22 -34500 1-8 Full, 9-10 Throw
Byakuya 1,100 5 3000 0 3,000 -1,000 4 28 -35350 1-8 Full, 9-10 Throw
Carmine 1,260 8 2800 300 4,000 -1,000 4 26 -41794 1-8 Full, 9-10 Throw
Chaos 950 5 2200 200 3,000 -910 4 27 -39556 1-8 Full, 9-10 Throw
Eltnum 1,100 4 2200 220 3,300 -970 3 24 -38127 1-8 Full, 9-10 Throw
Enkidu 1,000 5 2300 150 3,500 -860 3 23 35203 1-8 Full, 9-10 Throw
Gordeau 1,180 7 2000 150 3,500 -860 3 22 -39800 1-8 Full, 9-10 Throw
Hilda 1,000 7 1650
(500)
135
(0)
3,200 -970 6 33 -50900 1-9 Full, 10-10 Throw
Hyde 1,340 5 2200 300 3,500 -910 5 22 -39620 1-8 Full, 9-10 Throw
Kaguya 1,100 4 1800 200 3,200 -970 5 31 -57158 1-8 Full, 9-10 Throw
Kuon 1,100 6 1800 180 4,500 -910 6 29 -45670 1-8 Full, 9-10 Throw
Linne 950 4 2500 150 4,000 -860 3 26 -47134 1-8 Full, 9-10 Throw
Londrekia 1,260 5 2000 150 4,200 -1,000 3 25 -39300 1-8 Full, 9-10 Throw
Merkava 740 1 1550 150 2,600 -660 1 33 -63800 1-10 Full
Mika 1,260 4 2500 150 4,000 -1,000 4 30 -51480 1-8 Full, 9-10 Throw
Nanase 1,000 4 2200 150 4,300 -860 4 27 -48900 1-8 Full, 9-10 Throw
Orie 1,400 6 2500 200 3,200 -1,050 3 36 -86716 1-8 Full, 9-10 Throw
Phonon 950 6 2200 150 3,300 -860 5 32 -42642 1-8 Full, 9-10 Throw
Seth 740 7 3500 200 4,500 -790 4 31
37 Aerial
-59900
-83487 Aerial
1-7 Full, 8-10 Throw
Tsurugi 1,100 4 2000 120 3,300 -860 4 26 -42095 1-8 Full, 9-10 Throw
Vatista 1,180 5 3000 -910 4 27 -45360 1-8 Full, 9-10 Throw
Wagner 950 4 2250 300 3,200 -910 5 27 -56400 1-8 Full, 9-10 Throw
Waldstein 0 9 -170 0 5 30 -29136 1-10 Full
Yuzuriha 1,100 7 2400 50 3,200 -1,000 4 26 -36100 1-8 Full, 9-10 Throw

Aerial Movement

Character Jump Startup Jump Duration
Akatsuki 4 38
Byakuya 4 41
Carmine 5 42
Chaos 4 42
Eltnum 4 41
Enkidu 4 41
Gordeau 5 43
Hilda 5 48
Hyde 4 41
Kaguya 4 41
Kuon 4 42
Linne 4 41
Londrekia 4 41
Merkava 5 51
Mika 4 40
Nanase 4 42
Orie 4 42
Phonon 4 41
Seth 4 41
Tsurugi 4 41
Vatista 4 41
Wagner 4 42
Waldstein 6 44
Yuzuriha 4 42

Traits

Character Traits Vorpal Traits
Akatsuki
  • Force Function 'Reflector' - Functions as a parry. Can counter strikes and invalidate projectiles.
    • Can be done standing, crouching and jumping.
  • Can double jump with 7/8/9 inputs after jumping.
  • Can perform an air throw, which can lead into a high damage combo or finish them into a hard knockdown.
  • Force Function (Parry) has less scaling and increased catch frames.
Byakuya
  • 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.
  • 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.
Carmine
  • Certain moves cost health, but in return those attacks leave a Dissolve puddle.
    • Health cost of each move is 300.
    • Dissolves are activated in various ways to attack the opponent.
  • Throw and command throws regain health.
  • Dissolve self damage reduced to 150.
  • Force Function startup decreased.
Chaos
  • Controls Azhi Dahaka, which can be controlled independently with specials.
    • Azhi's status is indicated by a colored icon under Chaos' health bar.
      • Green: Azhi can be summoned or controlled.
      • Red: Azhi is acting and can be hit.
      • Gray: Azhi is acting but cannot be hit or Chaos has been hit while Azhi was acting.
      • Black: Azhi is has been hit and is unavailable. Chaos will take some damage as well when Azhi is hit.
  • Azhi getting hit does not cause Chaos to lose HP.
  • Azhi is fully invulnerable during 623A/B.
  • Azhi specials can be cancelled on whiff.
Eltnum
  • 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.
  • 5A and 2A can be cancelled on whiff.
  • Moves that are special cancellable can be cancelled into backdash.
Enkidu
  • Havoc - Enkidu's attacks gain additional damage and 9 additional frames of hitstun when they connect with an opponent in a recovery state (not necessarily just counter hits).
    • Havoc does not activate off Enkidu's A normals or throws.
    • Rekka inputs will re-apply Havoc bonus damage. For example: 5CCC would apply it thrice, as would the 236X rekka series. 5BBB will only apply Havoc bonus damage on the initial 5B, but additional meter generation and hitstun remain.
    • This bonus damage is dealt as damage over time and cannot kill.
  • Havoc applies an additional 6 frames of hitstun.
Gordeau
  • Assimilation steals GRD from opponents.
  • Force Function startup decreased.
  • Force Function range increased.
  • Force Function damage increased.
Hilda
  • Most normals have disjointed hitboxes and even though they look like projectiles, they are treated as normal strike attacks.
  • EX moves refund more than the universal value of 25, varying from 30-50 meter based on the move.
  • After using grounded 421B, you may use an additional teleport before hitting the ground.
Hyde
  • Sword normals deal chip damage.
  • Chip damage increased.
  • Force Function recovery decreased.
  • [Increased] Force Function startup decreased.
Kaguya Force Function followups startup decreased by 2 frames.
Kuon
  • Similar to Hyde, Kuon's blade normals deal chip damage.
  • Increased chip damage from normals
  • Faster movement speed during Heavenly Law
Linne
  • Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
  • Can roll to pass through opponents, along with having some invincibility. Can be done by inputting 6A+B while dashing or certain circumstances.
  • Force Function recovery decreased.
  • Force Function invul duration increased.
Londrekia
  • Dare Glacial (Freeze) - On hit or block, 6B, 236X, 22X, 236B+C and j.236B+C will leave a Freeze debuff on the opponent.
    • Hitting an opponent with one of these attacks while they are in this state will have it do extra damage and leave them frozen solid, defenceless. This allows for extensions and oki setups if used during a combo and for hits from anywhere on screen to be converted into full combos.
    • Londrekia being hit by or blocking an attack will clear the debuff.
      • Note: 236X and 22X can be purple shielded to prevent the debuff (green shielding will still lead to debuff). However, 6B and 236B+C will always proc debuff, even on successful shield.
  • Freeze debuff will not be removed when Londrekia blocks an attack.
Merkava
  • Can temporarily gain Flight by inputting 8 while jumping.
  • Can air backdash by inputting 44 while jumping.
  • Can increase throw hits and damage by mashing.
  • Worms no longer disappear when Merkava blocks.
  • On hit, Force Function can be special cancelled, has more untechable time, and steals more GRD.
Mika
  • Certain moves destroy projectiles.
  • [Increased] Force Function start up decreased.
  • 214A and 214B have longer untech time.
Nanase
  • Ground normals, air normals, and dash attacks can be cancelled into Force Function on block or hit.
  • 3C can be cancelled into a unique jump on block.
  • j.236X and 22X can be cancelled into Force Function immediately after start-up.
  • Aerial Force Function can be used after using ground Force Function (This normally cannot be done without landing again first.)
  • Aerial momentum increased for 3C jump cancel on block and Force Function.
Orie
  • Some special attacks summon Thanatos, which performs attacks in Orie's stead.
  • Force Function startup decreased.
  • Force Function can be cancelled into aerial version.
Phonon
  • None.
  • Force Function startup decreased (17F -> 13F).
  • Force Function Head invincibility begins sooner (10F -> 7F).
  • 22B+C Install costs 30 meter instead of 25.
Seth
  • Can air backdash by inputting 44 while aerial.
  • Backdash puts Seth airborne (Hold 1/2/3 to stay grounded). Can alter falling trajectory with 4 and 6.
  • Can drop quickly to the ground by inputting j22 or j2A+B while aerial.
  • 214X~A/B/C and j.22~4/6x have their activation range increased.
Tsurugi
  • Force Function 'Skid-Scare Loader!' - A stance with infinite guard point against mids and highs. Has unique follow-ups. Can cancel special moves into this stance.
  • Guard Points - Tsurugi's IC moves have guard point frames just before they become active. These guard points can absorb any number of hits during the guard point frames but will automatically lose to any invincible option (Ex. Meterless DPs, EX Reversals, Veil-Off, etc).
  • Startup of Force Function when canceled into from special moves is reduced by 4F
Vatista
  • Can cancel [6]4A or [6]4B into [6]4C without requiring charge.
Wagner
  • Can install sword and shield buffs which enhance some of her specials.
  • 22A/B recovery decreased.
  • Enchanted sword chip damage increased.
Waldstein
  • Certain claw attacks nullify projectiles.
  • Maybe more...
  • Force Function startup decreased.
  • Force Function recovery decreased.
  • Force Function projectile wallbounces.
  • Force Function projectile will destroy opponent projectiles, without being destroyed itself.
Yuzuriha
  • Enters a stance after using certain moves (marked on this page with ★).
    • Yuzuriha can stay in stance by holding down a button after the move.
    • There are 4 stance icons representing A, B, C, and D below Yuzuriha's life bar.
    • During stance, the icon's color indicates the status of each button.
      • Black: The button is unavailable for use. (Buttons become unavailable after use.)
      • Blue: The button is available for use.
      • Pink: The button is currently held to maintain stance. If no button is held down, the game will default to D hold until move recovery ends. If not holding a button at this time, she will exit stance.
  • Force Function startup decreased.
  • [Increased] Force Function startup decreased.
  • Aerial Force Function damage increased.
  • Aerial Force Function range increased.

System Data

Recovery

Damage

Bonus Damage

Bonus Damage
Situation Bonus
Vorpal +10%
Celestial +10%
Opponent getting GRD Break +10%
Cross Veil-Off +20%
Veil-Off +20%


EXS Gain

EXS Gauge Gain Table
Situation Formula
Opponent getting hit (first hit) 0.5 × (Raw Damage × (1 + Damage Bonus)) × Move Hit EXS Rate
Getting hit (first hit) 0.5 × (Raw Damage × (1 + Damage Bonus)) × Get Hit EXS Rate
Opponent getting hit (second hit onwards) 0.5 × (Raw Damage + Raw Damage × Damage Bonus × Proration / 72) × Move Hit EXS Rate
Getting hit (second hit onwards) 0.5 × (Raw Damage + Raw Damage × Damage Bonus × Proration / 72) × Get Hit EXS Rate
Opponent blocking attack Raw Damage × (Hit get blocked EXS Rate)
Blocking attack Raw Damage × (Blocking move EXS Rate)
When under Vorpal, multiply the value above by 1.05.
Move EXS Rate
Situation Move Hit Hit get blocked Get Hit Blocking move
Move that costs EXS 0 0 35 28
Force Functions 80 25 50 28
Throws 70 35 40 28
Anything not listed above 110 35 35 28
  • Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
    • Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of EXS (100 units).
  • Attacks that cost EXS (such as EX Specials and Infinity Worths) do not gain any EXS for the attacker, as the 0 in the table implies.
  • Using Shield does not affect Heat Gain.


Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters