Under Night In-Birth/UNI2/Hyde/Starter
Under Construction
|
This page is meant to serve as an intro to the character. It is not meant to be an exhaustive guide to playing them but rather a general overview to get new players up to speed quickly.
When writing, think of it like putting together a five-minute guide: be quick and concise; focus on the essentials over going too deep into the weeds. Convey only what's needed to understand the basics of the character and start playing. Stick to bullet points or succinct paragraphs. Save the essays and deep-dives for the strategy page. Add extra sections to cover character-specific mechanics as needed, but again: keep it simple.
If you want an example, look at Nanase's Starter Guide.
Notable Moves
List a few key moves that new players should use and why. Explain what makes them good and in what situation
Combos
The combos here are either variations on those from intermediate section of mission mode or made to supplement them. Highly recommend going through mission mode for extra beginner combos as they are legitimately good.
Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
|
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. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5A > 5B > 5C > 2C > 21X~4X~4X | 2102 | 38.00 | Anywhere | |
| ||||
5A > 5B > 5C > 2C > 236B~6A, 66C > 214B~4B~4B | 2650 | 54.34 | Anywhere | |
| ||||
6B(1) > 5[C] > 214A~4A~4A, 5B > 5[C] > 214B~4B~4B | 2793 | 56.30 | Anywhere | |
| ||||
66C > 236B~6A, 66C > 236A~6B/214B~4B~4B | 2357 | 41.31 | Anywhere | |
| ||||
236X~6A, 66C > 214A~dl.4A~dl.4A, 5B > 5C > 214B~4B~4B | 3082 | 62.84 | Anywhere | |
| ||||
5B > 5C > 2C > 214A~4A~4A, 3B > 2C > 236B~6A, 66C > 236A~6B/214B~4B~4B | 3279 | 72.06 | Anywhere | |
|
Round Start
What this character's options at round start are and how to use them
Neutral
A general overview of how this character approaches neutral
Pressure
A quick overview of pressure and some example blockstrings and moves to safely end on
What to do When Knocked Down
Defensive options and general tactics to use to counter the opponent’s pressure after a knockdown
How to Use Meter
How the character uses meter and where (purely for combos, as part of pressure, etc.)