Under Night In-Birth/UNI2/Kaguya/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.


The Combo

starter > 2C > jC j236B j214B > j2C jB > rejump j[C] > 5C 3C~B 623A


"hey guys i wanna pick up Kaguya, any combos i should learn?" This is the one. If you are going to only ever learn one combo, with very minor adjustments needed, make it this. Even shows up in mission mode (5-1). This is the bread to end all butter. Very stable, decently damaging, works off of every reasonable starter*, anywhere on the screen*, solid corner carry, prepares you a nice cup of tea; this combo will be the base of most of her theory. Learn it, use it, respect it, love it.

Getting Started

When learning anime fighter combos in general, it helps to not view them as one long ironclad string of moves to never deviate from. Their length may seem daunting at first, but all combos are essentially comprised of building blocks to mix and match according to many factors, be they the properties of the starter, the remaining cancels, the distance where they start, the screen position, the remaining combo timer, the desired damage or corner carry, etc. For example, the above combo may not always be the one you'll end up using on a hit. Occasionally 2C will be too far away for the portion after j214B to hit, in which case the jC j236B would have to be replaced with jBB, which will track and stabilize distances better. But by doing this, you lose access to jB after and will then have to replace j2C jB by jA j2C. This will reduce the overall damage of the combo, but will count as having one less "move" in total, opening it up to the longer ender 5C 5B 6C 2C 3C~B 623A, ultimately netting more damage and corner carry.

In the end, it may seem like an entirely new combo, but it actually isn't all that different from the original one. It's essentially the "same combo", only with a few parts done differently; this is how combos should be approached and learned, not as rules, but guidelines, focusing more on the overall theory and routing than the specifics. Learning the building blocks of combos rather than the entire thing will help memorizing them a lot, and shifting your mindset from "what's the combo for this hit?" to "what sequence can I route into next?" will be the key in improving confirms and freestyling conversions.

This page is non-exhaustive and will try to be written with this concept in mind. The combos' filler will be separated in sections and identifying the patterns and combo sections will help craft combos effectively.

Combo Theory and Notes

  • In Under Night In-Birth, all combos are allowed 3 bounces/knockdowns. On the third one, the combo will be over no matter what and force the opponent in a knockdown state. Kaguya's wallbouncing moves are 66C, 236C and 236~6b, while her groundbounce/knockdown moves are j[C], j214C and both 623A and C, which will be her combo enders. 66B also puts them in an OTG (on the ground) state if done vs grounded, while 3C~B will take up a bounce if used as the launcher. If freestyling, keep bounces in mind.
  • Starters' "length" are dependent on the button. "Bad" or short starters will be A buttons, and 2AA will typically limit the combo timer the most. Long starters such as 5B or 5BB will be ideal for maximizing damage and getting the bigger combos. 5C and 2C will generally allow for the longest combos, so there is more leeway for fitting in combo parts. One notable exception is Kaguya's 2B(2) being an inexplicably bad starter hitstun-wise; avoid letting both shots hit if possible as a starter, or you will get the same timer as a 2AA combo.
  • Jump-ins will count as one button as a starter, and the rest should be shortened accordingly. For example, to go from jC into The Combo, instead of doing jC 5BB 2C... , jC 5B 2C... will be done to not prorate the combo excessively. Combos started from jump-ins will typically deal less damage than grounded starters, but hits from assault are going to be very common.
  • Buttons can only be used once per string, meaning that if you for example use 2C during pressure and hit with 5B right after, 2C will not be available as a launcher. Keep track of your remaining cancels to convert. This also goes for aerial strings, air buttons can only be used once per jump cancel. All combos follow this theory, and starters are mostly interchangeable, as long as you can go into 2C.
  • Using the same move more than once during combos won't obliterate them anymore, but it's still good to limit repeated use of buttons to avoid SMP (Same Move Proration) and maximize damage. Various buttons can be replaced with others if they've already been used, but this usually won't come into play for Kaguya.
  • Kaguya is a new character, these combos are subject to change and may not be updated in time if new crazy tech is discovered. WIP.
  • UNI has distance-based proration, meaning that combos started from further away will end up dealing less damage than if they were point-blank. For Kaguya, this will affect her 236B, 236C and 66C. Damage for these combos will vary by a few hundred depending on where they start.
  • To hit dash attacks on landing, buffer the dash during the last air button as she's about to land in such a way where you'll hit the second 6 on landing, then hold the direction while pressing the button.
  • If an Ender does not work, it's most likely due to proration; switch to a shorter one.
  • All combos from short starters can naturally be done from longer starters, but are going to be suboptimal. They will however be as stable as can be, and it's not a bad idea to do shorter but surefire combos when not sure about combo timer or autopiloting.
  • j236X will sideswap. When j236B j214B is used, for example, you will essentially be doing two quarter circle forwards, as you're now facing the other side of the screen. You can actually buffer them before the sideswap on jBB, but it's not any better or worse than doing it normally.
  • Off of air-to-air hits, follow the theory. Do the air string that begins from the starting button into the long ender, no need to think too hard about it.
  • Any combo can become a sideswap simply by running under the opponent on the rejump j[C]. Will need delays on the ender to avoid sideswapping again, especially with 3C~B.
  • The most optimal combo is always the one you don't drop.

Enders

Combo Cost Location

Most common and basic combo ender. Will work everywhere and on any combo that isn't absurdly prorated. You'll be doing this a lot.

Easy sideswap ender if needed. 3C~A is not special cancellable, the last special needs to be linked.

Adds a little extra damage and corner carry and will work on most combos. Can also help stabilize corner enders where 5C 3C~B whiffs, and is even necessary in certain combos.

Long ender with the best corner carry, and quite stylish. Works off less prorated combos, long starters only, and on every combo that begins from a launcher. Will not work in the corner. Cancels must all be done immediately.

Damage ender with 100 meter, less advantageous knockdown but will add a good amount of extra damage and corner carry to combos with 100 meter. Good option to close out rounds.

  • The 236AAA hits might need to be delayed to have all 623C hits connect, usually only the second one as the third hit is too slow to reliably delay.
  • Video

Big damage ender with max meter. The ridiculous amount of minimum damage on supers will make this close out more rounds than one would expect. Needs a few little delays on the 236A hits and/or IW to connect all hits properly, especially in the corner.

Used in a small number of routes, when the combo is so prorated only one or two hits are left before the last move. 66B is one of Kaguya's highest damage single-hit buttons, and using it to avoid SMP can be more beneficial in the end. Needs a delayed j[C] knockdown to have enough time to hit.

Setplay ender for meterless nades. Midscreen, it's a safejump on neutral tech, and crosses up.

  • DISCLAIMER: meterless grenade oki is generally fake and has a lot of counterplay. For example, back teching here on the midscreen version invalidates it completely, and in the corner it's no longer a safejump. I am not responsible for any round losses that might occur from fake oki. That said no one knows that and it's always nice to pepper in different enders from time to time.
  • 3C~C is straight ass don't do it
  • Video

Setplay ender for meterless nades. In the corner, this is preferred over 214B. If done properly, it leaves Kaguya -2, making it more difficult to meaty meaningfully off of it, but it outranges many reversals and is safe to all of them anyways. Dashing forward will clear the opponent of grenades, but this is easy to intercept. Grenades don't go away on block, so even if they contest, it's not in their favor unless they force a throw.

  • Needs a tiny little delay on the 214A so the opponent doesn't get hit by its hitbox. If it does connect, the setup will be +13 or so but makes forward teching possible.
  • With meter, launches 4 grenades that will meaty and is extremely plus, as well as outranging almost all DPs. However, many metered reversals and fast attacks will now be able to punish Kaguya while landing, like Hyde's Pale Bringer, Tsurugi EX DP and Merkava 623C, to name a few. Keep that in mind before trying.
  • Sets up a lot of mixup options.
  • Video

Most simple grenade oki setup for meter; every time 623A ends a combo, you can do ex grenades. Will give very high frame advantage to follow up with a mixup and will meaty on a number of wakeup timings, though there is counterplay.

  • The 214C must be done during Kaguya's fall from 623A, nearly halfway through for best results.
  • There's a specific delay wakeup timing where the opponent can avoid the first grenade and run under the second one, so against VERY wary opponents try not to autopilot a follow-up too much. There's also a small gap between the grenade explosions for reversals.
  • Video

Very basic CVO ender, lower damage than the real thing but it's 100 meter. The IW will require a significant delay to hit due to the large step forward from the animation, well spent walking backwards a little.

Low hp meter dump from mission mode. Needs a bounce left. The 236C must be immediately cancelled into IW on the last hit so they don't get launched out of range. The damage increase of this over just doing a longer combo with 66C and end in 236AAA IW is minimal considering the restrictions. Kaguya doesn't have much in the way of CVO enders.

Combos and Routing

The indicated damage is with the 5C 3C~B 623A ender, unless otherwise specified.


Short Starters

All of these will work with stronger starters, some even staying unchanged; these can always be done to avoid drops. It's best to limit the amount of buttons before the 2C, as being able to confirm from single hits will pay off well. 2A starters can be done interchangeably with 5A, usually resulting in more damage. Numbers in parentheses indicate the damage from 5A.

Combo Damage Cost Meter Gain Location

It's The Combo. Will work off of anything, and can have more buttons before 2C to help confirm, but less is better.

It's The Combo again. On very prorated starters or just to be safe, every combo using j2C jB can have it be replaced by jA jB or jA j2C. This is also necessary in the corner, where j2C jB will whiff due to height.

Another one. A jBB sequence like this can be used instead of j236B for more stability at longer ranges in THe Combo-adjacent routes, and despite only working on single hit confirms for short starters, it will take up less combo timer overall.

High damage from midscreen short starters, but tricky to get down. 6C must not be cancelled to airdash, land then immediately tk it.

  • Must be done off a single hit confirm for 2A; 5A will allow one other button before the 2C but it's still preferable not to do it, for more damage and timer. Not a priority to learn.
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Nearly max damage combo from a resourceless midscreen A starter, will work off of single-hit confirms and from closer up. Trickier but highly rewarding. 66C will always be present in Kaguya's stronger and optimal combos.

Very high damage combo from a 2A, potentially optimal. Only works from single hit confirms. The j236B is NOT a tk, jump then delay it slightly so both characters are at the same height. Uses 66C otg, needing a different ender than most other combos. The rejump must be slightly delayed and the j[C] should be delayed a lot, done during the falling part of the jump, to give enough time for 66C to hit. This theory is worthwhile to learn as it's common in more optimal combos.

Confirm for jA cs jC, a solid mixup with vorpal. Against the smaller crouchers like Linne and Vatista, jC must be replaced with jB.

  • jA cs jC is an almost universal combo starter, but it can be hard to do when starting out. The jA must be done as soon as possible to give time for the jCs to come out, visually at the apex of the assault. After this, jC must be buffered during the cs flash. Done properly, it's a 23F overhead that's very hard to react to.
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It's The Combo (Corner). For any corner route adapted from The Combo, the jC will be replaced by 6C for stability and the fact it cancels into air specials. May sideswap if doing j214B jAB, in which case you have to run under before the j[C], or do the 3C~A ender to be sure.

High damage and stable corner bnb using 214B jB 66C. The damage of this combo piece is variable depending on when the buttons hit relative to the grenade detonations. To maximize damage, both jB and 66C should be done as early as possible.

Extremely high damage combo from an A starter, works best off of single-hit confirms. Similar routing to the higher damage long starter combos.

  • Kaguya always faces the other side after 214B, meaning that the j236A must be done away from the opponent, technically becoming a j214.
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Corner 66C otg routing. j[C] must be done while falling. Deals 2 damage less than the previous route, but the ender can be changed to ... walk back > 5B 3C~A 623A for 3241/3281 damage. Make sure not to hold back so as to not get 4B.

Confirm for jA cs jC, a solid mixup with vorpal. This corner version is very stable and decently damaging. Against the smaller crouchers like Linne and Vatista, jC must be replaced with jB.

Long Starters

To keep this page more theory-focused, remember that jC j236B j214B > j2C jB is interchangeable with jBB j214B > jA j2C in almost every combo here. Damage listed is off of 5BB starter.

Combo Damage Cost Meter Gain Location

Now that we've moved on to more powerful, longer starters, we can do The Combo. It's the same thing, except j2C jB is now guaranteed to work and the shortest version becomes more optimizable.

  • For some reason, 2B will do more damage than all other starters on such shorter combos, making it the only real situation where it's better to go with as a starter, but almost anything more optimized will see it beat in damage and stability.
  • Video

Off of very long range 2C hits, jC j236B j214B will make Kaguya bounce backwards too far to hit a followup j2C jB or jA. In these cases, skipping straight to the airdash will give less pushback and make the rest of the combo work properly. Doing this takes up less of the combo timer, allowing for the long ender for a little damage boost to compensate.

  • These hits are also going to work well with the jBB j214B > jA j2C air sequence instead of the airdash. Can be used interchangeably here.
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Higher damage version of The Combo specific to longer starters, try to make this your main confirm off 5BB. The 66C can be tricky to time, but tapping 5D will be a perfect framekill to get the correct height for the followup. Taking a step back might help as well.

Very high damage 66C otg combo. The j236B is NOT a tk, jump then delay it slightly so both characters are at the same height. As with the short starter version, the rejump must be done slightly delayed and the j[C] should be delayed a lot, done during the falling part of the jump, to give enough time for 66C to hit.

  • Nets some of the highest damage from buttons midscreen, and is one of the combos where 2B is a better starter, gaining nearly 200 damage.
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If 2C is unavailable, 3C~A will be the main way to confirm into a full combo from midscreen, especially from very long range hits. The jump needs to be immediate, but the airdash has to be delayed to around so both characters are the same height.

  • Forces a sideswap unless you run under quite fast into 8/9j[C] or use 3C~A again on the ender. Staying same-side is possible by starting out with xx 2C 3C~dl A, but then there's really no reason to go for that combo over any other one.
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3C~A combo using 66C otg routing. Follows the same theory as the other ones.

  • Avoiding the sideswap here is possible but VERY hard by dashing under the opponent after landing into a close neutral jump > falling j[C]. Impractical enough to warrant not going for in most situations.
  • Video

Footsies combo for long range 5C whiff punishes or hits in general. Need to dash quite deep for the ender. This combo is affected by distance proration and variable grenade hits, so the damage may vary.

  • ...2C 236AAA 623C will be the metered ender here, like other more conventional enders.
  • Video

The Combo, but from an assault jC. 5B instead of 2A before the launch will yield better damage but either are fine. 5B only works on crouch or counter hit, but those are the two main ways assault jC ever hits anyways.

Basic antiair confirm (it's The Combo). 4B is Kaguya's main antiair and a strong one at that. However, it's very annoying to convert from on normal hit, and while it can go into 5BB, this is only if the opponent is very low to the ground. It has a cancel to buttons and even jump on hit only but only when she lands, making it a little awkward to combo from.

  • Just going into jC straight will be the best bet. On counter-hit though, it's full untech, anything goes.
  • Video

Better antiair combo. More consistent on normal hit than praying for the good heights, but might require a small delay on the jump cancel, or doing a neutral jump instead of forward. Tricky at first but important to get down, as it's also routing that will be used for the strongest 66C/236C combos.

  • Can use the long ender to maximize return. The delay on the rejump is quite long and depends on the height the grenades hit, but this downtime can be used for concentrating or even run under for an easy sideswap. Also works quite close to the corner.
  • Video

Counter hit-specific antiair combo going into 66C otg routing. High damage and good corner carry, like the rest of the 66C otg combos.

  • Swapping the air portion for ...jBB j214B > j2C dlj235A~7 dlj[C] will sideswap but deal better damage.
  • Video

The Combo, longer startered and cornered. Again, simply swapping jC for 6C and j2C jB for jA j2C will be the theory for the corner version of these. j236B can be used interchangeably with j236A, but this will affect the cancel timing and as such the height of the rest of the air string. Might need a delay on the jump for j[C]. Prime time to use the 5C 5B 3C~B 623A ender.

  • To keep this section briefer, this can be done off of Assault jC as well by doing jC 5B 2C.
  • Video

Cool flips combo with corner 66C routing. Strong damage and very stable. Avoiding the flips will deal less damage, but you'll want to do the next combo more often anyways. Also one of the combos where 2B starter will deal higher damage.

  • To keep this section briefer, this can and should be done off of Assault jC, without the 4B > 6C and again doing 5B 2C for the confirm.
  • Video

High damage corner routing. Off 5BB, deals exactly 3500 damage and will be a big boost to confirms, on top of generating a lot of meter and looking quite cool. This is where the timings for jB and 66C come into play the most, as doing them improperly can lose nearly 80 damage; again, doing both jB and 66C as soon as possible will get the best damage.

  • Kaguya always faces the other side after 214B, meaning that the j236A must be done away from the opponent, technically becoming a j214. If the starter was 5C, replace the one after 66C to 5BB 6C, no delay. The j[C] will need to be done later to give time to link to 66B, but there's leeway.
  • Video

Very high damage corner combo using 66C otg routing. Follows the same theory as the other ones of its kind.

  • Unlike the previous one, this combo is actually possible with a 2B starter for a whopping 3727 damage.
  • For a metered ender, doing ...66C > walk back 5B 3C~A 5C 236AAA 623C will result in bazinga damage. Delay the 236A~A to make sure all hits of 623C connect.
  • Video

2C can be tempting to use in pressure for its speed, range, rebeat potential, low property and the fact it moves forward a step, but it being Kaguya's main (read: only real) launcher discourages doing it early. However if you do get a hit in after losing access to it, 3C~B will be the backup for corner conversions with its special cancel.

  • Frustratingly, 3C~B when used against a grounded opponent will always take up a bounce, greatly limiting combo potential. Try to keep 2C at the ready.
  • Video

Another combo that doesn't use 2C as the launcher. Works from up-close only due to 4B's short reach and backwards movement. One of the cases where 5C 5B 3C~B is necessary.

Potentially optimal corner assault jC combo that uses 66C otg routing. That said, "optimal" is 5 damage more than just doing the ..2C 214B jB 66C route, and is much trickier, but it's there.

Suboptimalish assault combo using the jB j236A combo piece. No particular reason to do this over the jB 66C one but it helps show how flexible combo theory can be.

Other Starters

Combos involving projectiles and special move hits, mainly 66C and 236C. You will be landing these a lot; converting well from Kaguya's powerful long-range options will be key in maximizing her damage and punish game.


66C is a strong tool for neutral, as well as being a highly damaging starter, being near optimal for big punishes. It leads to very consistent followups from even fullscreen and allows for the longest routes, its only downside being taking up a bounce. Distance proration will be affecting this move the most in combos but even a fullscreen hit will lead to more damage than what Kaguya gets off of any button, with the correct routing.

Indicated damage is point blank or closest possible range, numbers in parentheses are for fullscreen. Meter gain is also marginally affected, but the changes won't be noted.

Combo Damage Cost Meter Gain Location

kaguya players be like "check out this sick confirm" and it's just The Combo

  • Basic conversion from 66C. On both 66C and 236C, 2C as a pickup is screen-dependent and can be wonky, but from 66C it works most of the time. If you're not sure, 5BB can easily be used for the pickup instead.
  • Video

Very stable and funny looking combo off of 66C at any range. The j236C needs zero delays and will hit from point blank or fullscreen all the same. Quite good damage and corner carry as well and allows for the long ender. Damage is more affected fullscreen due to missing 214B! hits.

Decent route for when 2C is usable, but unfortunately requires it. The j236B needs a neutral jump and slight delay. 2C to pick up from 66C is more consistent from midrange, this won't probably won't work fullscreen. Generally worse than the other routes here but variety is the spice of life.

Very high power combo. 3.7k minimum at fullscreen, and just under 4k damage point blank. Works everywhere, max range fullscreen AND point blank corner. The ideal 66C combo, but might need some practice and intuition to get the perfect 4B position. Still very stable, and will overall make rounds much shorter. High priority to learn.


236C has similar properties to 66C as a fullscreen, +9 laser that wallbounces and leads to great damage, but behaves differently since the 12 hits makes the opponent wallbounce from quite high up. This may limit some routing, but for the most part, 66C and 236C combos will be almost the same to the point of being interchangeable. As an EX special, 236C will mostly be used as a way to capitalize off a 236B or other special moves, and its speed makes it a great punish tool everywhere on the screen. If you're not comfortable using 66C as a reversal punish, 236C is much easier to use and is actually a stronger starter in general, but for 100 meter, a good 66C combo into 236AAA 623C will deal more damage.

Most of these combos can and should be used after 236B. It's an important way to capitalize off of stray hits and make Kaguya's fullscreen game much more intimidating. 236B will take up more of the combo timer, but the damage will be great nonetheless. At longer ranges, it's better to skip doing the followup, otherwise 2 bounces will be gone by the time the combo even starts. 236B~B can be used from around halfway to the corner. Confirming off the first hit isn't particularly hard anyways, and there is leeway.

Combo Damage Cost Meter Gain Location

Basic and consistent 236C combo, works no matter the distance. Oh, it's The Combo. 2C as a pickup off of 236C is somewhat more lenient than it is on 66C, and is actually much better to do from longer ranges, especially fullscreen. Priority confirm.

  • From closer or midrange hits, 2C can be skipped entirely for consistency, although going straight to dash jC will compensate by allowing for the long ender.
  • Video

Same combo as the highest damage 66C one, works best from closer ranges. Leads to dino damage everywhere on the screen, will easily break 4k at any range and make the opponent (maybe) think twice about risking another whiff. Similarly strong corner carry, important combo to get consistent with.

  • For 100 meter, actually deals more damage than the 66C version ending in 236AAA 623C point blank. Great DP punish, and easier to set up than 66C.
  • 4B can be omitted at the cost of about 80 damage, but is trickier to time than it is on 66C, and needs to be hit quite low.
  • Video

With 236C, this route becomes much more consistent from more screen positions, but the 2C pickup is impossible from closer up. At these ranges, it will deal more damage than The Combo.

  • Seemingly ignores distance proration, probably because it's not possible point blank.
  • Video


214C will probably be what most of your meter goes into. As Kaguya's primary setplay tool, it'll set up mixups on oki to complement her offense. However, it will also just hit a lot, from people who don't think it'll meaty or mess up a reversal attempt. In these cases, converting well off of it is also important to learn, as it actually is a very strong starter.

These combos can also be used from raw normal grenade hits, but obviously for far less damage. Following up to them will also be less relaxed as they don't bounce as high or hit as much as EX grenades. If grenades hit in the middle of a combo, chances are they'll mess up the combo's proration somehow, and to be safe, just default to The Combo.

Combo Damage Cost Meter Gain Location

It's The Combo. Consistent way to confirm off of grenades on autopilot. On ch, can do the 5C 5B 6C 2C 623A ender for more damage and style points, while on normal hit, the 5C 5B 3C~B 623A ender will be the one to go for. 6C can be tricky to time but becomes consistent with some practice.

  • The damage may be wildly variable depending on how high 6C connects because of the grenade hits, but in general 214C starters will all range from 3.7k to up to nearly 4.3k. The following combos will be more consistent with this.
  • Video

The same routing as the high damage corner combos can also be applied here. Less variables than The Combo and generally more consistent.

  • On ch, can also do the 5C 5B 6C 2C 623A ender.
  • Video

The exact same routing as the highest damage corner combos. The 66C can be tricky to time, but there's ample time to confirm and get into position.

  • Will be the highest damage possible from 214C starters, easily going up to 4.3k on ch.
  • Video

66C will always be present in all of Kaguya's strongest combos, but if you don't feel like timing it on a midair opponent, this combo will still use one in in a more creative way. The j[C] needs to be delayed more to allow the 66C to hit otg, and after that, the ender must be done fast as the combo timer is ran to the ground. Will do more damage than all other combos that don't use 66C.


236A, although generally unuseful in neutral and combos, is a solid frametrap special after Kaguya's unsafe pressure options, mostly 66B (from short ranges) and 6C, which can only be cancelled into ground specials on block. Its large stagger window will let you get away with it more often than not and will score a decent amount of counter hits, which can all be converted from with resources. Combos where 6C does an unexpected counter hit and is autopiloted into 236A will be the same, but it's better to not do all 3 hits of the rekka for them. It's recommended to practice confirming 6C ch into 2C for much better results.

Combo Damage Cost Meter Gain Location

Midscreen, 236C will be the go-to metered conversion tool from 236A. It only allows for the shorter versions of The Combo, but although doing less followups will extend the possible followups, 236AAA into short Combo will always be the most damaging option.

Higher damage combo from 236AAA 236C. Screen dependent; the airdash can be hard to adjust at first, check the video for reference.

Corner conversion from 236C. This will sideswap, get caught by the 4B, then put them back in the corner again with the airdash. Better damage than using 214C, but is harder to do.

214C can be used in the corner to convert from 236AAA, if all 3 hits are used as it needs the launch. Combos done here follow the theory of the normal 214C ones, with the notable exception that since 214C forces a bounce, 66C won't be used in them, but the combo timer would hardly allow it anyways.

  • The Combo can be inconsistent here (!!!), but for better damage and stability, just go into 5C 6C j214B routing.
  • Video

Just an example of using cs to convert from rekka. Goes into all combos. The 2C must be delayed a little in the corner.

236AAA cs can also go into 66C otg routing. A tiny little microdash on the 2C might be needed from longer ranges, but make sure the first hit still whiffs.

You really shouldn't be using all 3 hits of 236A on a blocking opponent without either cs or meter to make it safe, but if you HAVE to or have confirms sick enough to not spend them on reaction to a hit, it's good to know that the third hit specifically can be comboed from on ch only, causing a hard knockdown that can be followed up into 2C. Takes up a bounce.

  • Pretty tight confirm midscreen, do jBB to followup as you'll be at absolute tip range.
  • Video

Throw Combos

Being best girl, Kaguya naturally comes equipped with one of the few combo throws in the UNI cast, letting her follow up to it in the corner for extra damage and a setup. It can deal relatively high damage easily, but the heavy scaling and unique launch makes them the ideal place to shift the focus from getting damage to doing a cool setup.

Active grenades might hit during the throw. This will most likely mess up the proration and combo. In that case, it's better to be safe and go for a short improvised combo just to focus on getting a knockdown. However, if planned, this can be used to go into more damage than is normally possible.

Combo Damage Cost Meter Gain Location

Throw combos will be the main way to set up meterless grenade oki, and this one is a simple and effective one for that. The neutral jump must be done immediately, but the j[C] will need to be done very late while falling, almost right before touching the ground, though not too low so as to not otg the opponent with the 214X hitbox.

  • 214A will leave you at up to +7, but further away from the opponent; for a quick frametrap on their wakeup, 2C(1) rebeat 2A will "meaty" and fill the gap while the first grenade is hitting, although this opens you up to reversals.
  • In contrast, 214B will leave her point blank but only up to +2, meaning meaties won't be possible, but this can set up a very nasty throw with the right timing if the opponent foolishly decides to block on wakeup. Can also be done with normal enders, but at this point it's better to do the next combo.
  • Video

High damage throw combo that leaves Kaguya at up to -2 with grenades out. Needs a very slight delay on the 214A so as to not hit the opponent with the 214A hitbox.

Bombs away. Easy to do and throws out 4 grenades that will leave you extremely plus, with a tiny gap in between that will most likely be filled by another attack anyways.

  • This setup is unsafe to a lot of bigger DPs and those with large forward movement, but when reversals are unavailable, go nuts.
  • j214A~214C can be done off of any j[C] knockdown in all other combos, but it's usually not worth the damage loss, and 623A j214C will give similar if not better oki anyways.
  • Video

Theory Tidbits

This section will focus on the less conventional but still important hits that might come up in gameplay, and how to get anything off of them.

Combo Damage Cost Meter Gain Location

As a long range, very active sliding low, 66B will hit more often than not and is generally a good neutral tool. Its frame advantage varies with distance, going up to +3 at tip range on block, and being generally safe although turn-ending from the ranges where it should be used. These take up a bounce.

  • On normal hit, causes a knockdown that can be picked up from otg with 2A from closer up, or 2C when around tip range.
  • On counter-hit, 2C will always connect.
  • Video

Its slower startup and worse head invuln frames make 623B generally less useful than the A version for clutch DP anti-airs, but it does have one advantage: due to the fact it doesn't knock down, when used early in a combo, 623B can be comboed fairly consistently into 66B, then immediately closed with 623A. If 623B is used, there's no reason not to do that.

On a midscreen 623B hit, it's possible to also go into 236C for a full combo with increased damage and corner carry. Using an ender with better corner carry will maximize return.

In the corner however, 623B is a bizarrely strong starter despite its limited followup potential, and these combos will be among the highest damage ones Kaguya can get off a -11 move from the opponent, reaching up to more than 3.7k. Punish their DP with your own. Unfortunately though, so far 623B as a launcher doesn't seem to be all that good. kinda meme.

That said, 623A can also be followed up on, its hard knockdown allowing for various buttons to be used to keep a combo going. Weirdly enough, does not work if 623A was the starter, only if it follows other buttons. Always good to know, and potentially hides some cool combos. Helps make for very consistent conversions off of bad 4B normal hits.

Force Function will be used a lot in matches and the only way it can be comboed from is with cs. Treat it like any other long starter.

  • ~6X offers very little time to combo from with buttons and will generally be used at ranges where nothing would reach, but from very close up, it's possible. From long ranges, it can go into 236C or 66C if the cs is done very fast.
  • ~5X however gives a knockdown and plenty of air time to run in and convert. Can also follow up with 66C.
  • Video

OH MY GOD THIS HIT WTF AM I DOING AAA I'M JUST PRESSING THINGS WHAT DO I DO????? do this. Mission mode combo for if you press every button at once and prorated the rest to hell and back. This will work. End in 66B 623A to stay mission-modey, if they're too high or it's dangerously low on timer just do literally anything into dp as long as it hits. We've long stopped caring about doing real combos at this point, the important part is the knockdown.


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