Under Night In-Birth/UNI2/Hyde/Starter

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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.

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.
Combo Damage Cost Meter Gain Location
  • Super basic combo that leads to a knockdown.
  • Can use almost any string of normals into 2C and it’ll work (2A > 2B > 2C, for example).
  • Slightly harder variant of the first combo.
  • 236B~6A, 66C > 214B is a common combo ender. Learning that sequence early helps as you start move to more advanced combos.
  • The tricky part here is largely learning to link 66C after the fireball. The window is pretty large to do so, so it’s not too difficult, but can take some getting used to at first. The trick is that UNI has a generous input buffer, so you don’t have to wait for Hyde to fully recover from the fireball to input it.
  • Basic confirm off of 6B.
  • 6B is one of Hyde’s best moves. Confirming off it requires you go into 214X since it’s the most reliable way to convert off a launcher.
  • This route uses 214A after 5[C] because you don’t need to delay the hits to link 3B afterward. More advanced rekka combos require the second and third hits to be delayed for extensions.
  • Very simple route to use off 66C. (Damage is based off the 236A~6B ender)
  • 66C is one of your strongest moves in neutral due to its range. Being able to convert off it is key so you can make scary.
  • This route uses 236B~6A as the confirm because it’s also -3 on block, which is helpful since you need to be quick with your special cancels off 66C. If the opponent blocks the dash attack, 236X~6A will keep you safe.
  • The choice of ender here is mostly down to preference. 236A~6B gives better oki since it’s a more advantageous knockdown off most combos, but 214B also pushes the opponent to the corner more. Most of Hyde’s combos can use either ender, so experimenting is encouraged. Or just use whatever’s comfortable and consistent. There’s no wrong choice.
  • Basic combo off 236X~6A. Getting a bit harder here.
  • 236X~6A is a move you’re going to be using a lot, so having a combo ready is good. If you can already end combos with 236B~6A, 66C > 214B, this will be cinch.
  • While the route does suggest delays on 214A, you can skip those and just end the combo there instead. The delays on 214A are small, which makes them more lenient than the delays on 214B, but it can still be hard when first picking up Hyde. If you can’t delay the rekkas, don’t worry about it; just end the combo and take the knockdown.
  • 5B is one of Hyde’s best pokes. While you can just use the combos at the top of this list instead, if you want a better combo for when you get a hit off a B or C normal (say, off a punish or something), this is a good one to lean on. This combo doesn’t work off A buttons, however, so keep that in mind.
  • You don’t need to delay 214A here, but doing so can make the 3B link easier.

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.)


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