Under Night In-Birth/UNI2/Gordeau/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.

Enders

Combo Cost Location

Common combo ender

Ender that can go into Infinite Worth/Super

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • All routes are 5A/2A starter okay.
  • You can add 3[C] for more damage to most of these.
  • Video
  • Standard j.C j.B route, goes into 66C for higher corner carry.
  • Either 2B or 2C(1), damage and meter gain is on 2C(1).
  • Video

B Starters

Combo Damage Cost Meter Gain Location
  • Good damage for 5B starter.
  • Can do 66B instead of 4B if opponent is too far away. Try to not hold 6 or 236 will be read as 623 when you cancel into the special.
  • Video

2C Starters

Combo Damage Cost Meter Gain Location

2C anti-air starter. It is a bit finnicky to land. Video

j.236A Starter Combos

Combo Damage Cost Meter Gain Location

Good combo to go for to punish reversals. Video

236A~6A Combos

Combo Damage Cost Meter Gain Location
  • 236A~6A combo that works with B version of special as well.
  • Try to delay the 22A until the opponent hits the floor so you can OTG with it.
  • Video

CH 22A Combos

Combo Damage Cost Meter Gain Location

CH 22A combo which can be done also on trade. Video


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