Under Night In-Birth/UNI2/Kaguya/Frame Data

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Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
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Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
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Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Character Stats

Health Smart Steer Route
10300 5A > 5B~B > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -970 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 1800 200 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 31 -57158 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
Vorpal Trait

Force Function followups startup decreased by 2 frames.

Normal Moves

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
5A 190 Mid 6 2 13 20 -3
5B 490 Mid 8 2 20 29 -6
5BB 490 Mid 17 3 30 49 -8
5C 680 Mid 10 3 22 34 -7
2A 150 Low 6 2 12 19 -2
2B 450x2 Mid 8 5 24 36 -10
2C 260, 430 Low, Low 9 3 (10) 3 25 48 -10 Knockdown
jA 140 High, Air Shield 8 3 15 2 25 Varies
jB 420 High, Air Shield 9 2 28 3 38 Varies
jBB 610 High, Air Shield 16 3 16 3 34 Varies
jC 590 High, Air Shield 12 3 35 4 49 Varies
j[C] 770 High, Air Shield 19 3 35 4 56 Varies Knockdown
4B 620 Mid 8 2 26 35 -8 6~9 Head N, SP, EX, CS Strike
6C 620 Mid 18 8 15 40 -5 ~ +2 8~25 Foot Knockdown
3C 620 Mid 14 2 26 41 -6
3C~A 710 Mid 4 3 23 29 -10 Chip Damage
3C~B 260, 430 Low, Low 8 3 (11) 4 20 45 -6 Chip Damage
3C~C 598 Mid 21 2 39 61 Chip Damage
3C~66/44 29 -20 1~2 Throw No Collision
j2C 570 High, Air Shield 13 4 31 4 47 Varies
66B 670 Low 10 12 14 35 -8 ~ +3 Knockdown
66C 380*3 Mid 24 35 +9 Wall Bounce, Chip Damage


Universal Mechanics

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
B+C 1 GRD 44 3~22 Strike No Collision, Counter State
B+C~X 880 Mid 1 GRD 11 [9] 3 31 44 -16 CS Knockdown
B+C~6X 950 Mid 1 GRD 12 [10] -18 CS Knockdown
A+D 1570 Unblockable 4 3 20 26 Throw Knockdown
5A+B 1618 Mid 1 GRD on longer combos 9 3 (8) 3 (17) 3 19 61 -4 (EX) (only IW or IWEXS), CS Strike Knockdown
6A+B+C 0 Mid 100 EXS, All GRD 15 5 26 45 -12 1~15 Full, 16~45 Full on hit Strike Launch
A+B+C 0 All 100+ EXS 15 2 7 (3 on hit) 64 (54 on hit) -23 1~30 Full Strike Launch
A+B+C 0 All 100+ EXS 2 4 20 25 +3 1~19 Full Strike Launch


Special Moves

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
236A 698 Mid 11 2 28 41 -6
236A~X 698 Mid 10 2 31 41 -7
236A~X~X 898 Mid 20 2 36 57 -15
236B 798 All 17 3 29 48 -9
236B~X 950 All 19 3 35 56 -15
236C 1990 All 100 EXS 4+8 112 (hit), 63 (block) +9
623A 1553 Mid 5 4 (2) 7 29 (Whiff, Block) 46 (Whiff, Block) -16 1~14 Head, 1~14 Dive
623B 1677 10 3 (2) 10 32 (Whiff, Block) 56 (Whiff, Block) -16 3~24 Dive, 5~24 Head
623C 2055 100 EXS 4+2 3 (2) 10 32 52 (Whiff, Block) -23 1~16 Full
214A 598 (702x2) 22 (88) 2 (15) 35 58
214B 598 (702x2) 32 (85) 2 (15) 34 67 +35 ~ +56
214[B] 598 (702x2) 38 (91) 2 (15) 67 +35 ~ +51
214C 598 (1273x2) 100 EXS 4+22 (4+39) 2 (15) 26 53 +35 ~ +51
j.236A 690 10 2 33 44
j.236B 690 12 3 33 47
j.236C 690 16 4 35 54
j.236X~7/8/9
j.214A 598 (702x2) 18 (87) 2 (15) 41 60 +35 ~ +61
j.214B 598 (702x2) 21 (89) 2 (15) 48 70 +35 ~ +52
j.214C 598 (1273x2) 100 EXS 4+13 (4+38) 2 (15) 35 53 +35 ~ +52


Infinite Worths

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
41236D 3510 Mid 200 EXS 1+8 3 (8) 5 31 55 -18 1~24 Full Wall Bounce, Knockdown
A+B+C+D 3750 All 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) 1+14 67 -25 1~26 Full Strike Knockdown


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