Under Night In-Birth/UNI2/Kuon

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Kuon

Uni2 profile Kuon.png
Health
10100
Prejump
4f
Backdash
29f (1-8 Full, 9-10 Throw)
Unique Movement Options
Float (Force Function)
Fastest Attack
5A/2A (6f)
Reversals
[2]8C (10f), [2]8B (12f), 623C (23f)

He pursues. And he continues to pursue. He pursues a spirit of a distant past. An existence
he calls his own. Eternal protector. Avenger. Destroyer of the world. He has existed in many
forms. Will he find the answer he seeks? Is there a peaceful existence for him?

Story

In the story of the Night, Kuon stands as the root of all evil.
He is a Re-Birth--said to be the strongest form of existence.
Kuon has lived for 500 years, wielding the inexhaustible power of the Night; now, he aims to bring an end to the world.
Long ago, Kuon and his sister Linne were charged with protecting the Power of Sealing.
However, the immense power eventually consumed Kuon, and he lost sight of himself.
Now he desires further power--which he can attain by seizing the other half of the Power of Sealing possessed by his sister.
Kuon's arch-nemesis fled beyond the Night. By taking Linne's power and breaking the wall of the Night, Kuon hopes to reach him.

The resulting destruction of the world is merely the means to that end.

My guests will start arriving here at the abyss shortly... to become the stakes with which I bore through the wall of the Night.
I must defeat every last one of them.

Gameplay

Kuon has a zoner's toolkit and a unique flight ability that allows him to control his opponents anywhere on the screen. He has long-range specials to keep away or fight at range, but also has tools to close the gap when Kuon's turn arrives.


Strengths Weaknesses
  • Pressure: Kuon's Force Function flight, Heavenly Law, can be used to quickly reset pressure, or run ambiguous high/low/throw mixups, while dealing chip damage with most of your normals on block. Kuon's projectiles also make for great setplay and ranged pressure tools, while 214C is a massively + pressure reset available at any moment thanks to 3C.
  • Neutral Projectiles: Kuon has several projectiles useful for zoning, counterzoning, and area denial, making him a very adaptable character in neutral.
  • Meter Gain: Kuon's BnB's build a very large amount of EXS, which gives him near-constant access to high damage enders that lead to setplay, anti zoning tools, and forced pressure resets.
  • Airgame: Heavenly Law, its followups, and other strong aerial attacks and projectiles make Kuon difficult to contest midair.
  • Mobility: Kuon's run is great at covering long distances, on top of his access to several teleports, his increased flight speed in vorpal, and many advancing attacks.
  • GRD Expenditure: Heavenly Law, being a Force Function, drains Kuon's GRD gauge for its entire duration so long as he isn't moving towards the opponent, with the activation alone taking a large chunk of it. This forces Kuon to forfeit Vorpal in a lot of situations, or play around gaining GRD and use the move less.
  • Rebeats: Kuon's rebeats are -5 for B buttons and -3 for C buttons so more minus than conventional characters. Kuon's 5A is -4 which can be dangerous if No-cancelled infront of an opponent's face due to throw. Kuon's run isn't good at covering short distances so dash throwing can be more telegraphed. This forces him to resort to risky options to reset pressure, or use moves that cost large amounts of resources (214C), with Heavenly Law (FF) in particular being both due to leaving Kuon open to anti-airs and abare in most blockstrings.
Unique Mechanics: Floating

Kuon's Heavenly Law allows him to float in the air and move in any direction for a limited time. He can cancel into it from ground or air normals, and has access to enhanced versions of his air normals and some unique follow-ups while in this state.

Chip Damage

All of Kuon's normals that use his blades inflict chip damage on block, similar to Hyde's normals with his sword.

Vorpal Trait

With Vorpal, Kuon's movement speed is increased while he is using Heavenly Law. His blade normals also inflict increased chip damage.

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.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
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


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
200 Mid 6 Total 21 -4
Standard jab at 6 frames with decent reach.
  • Tall enough to anti air but not consistently.
  • It still hits crouching opponents, so it mostly sees use in pressure and hitconforming.
  • One frame slower to recover than 2A, so it's not your best option for rebeats.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
21 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 Mid 9 Total 30 -6
Very important poke and combo tool. Low profilable, but rarely.
  • Slower than 2B, but hits lower airborne opponents and reaches further.
  • Converts into several routes at many ranges, and a good starter too.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 690 mid 12 Total 39 -10
Increasable advancing slash that's great for pressure and hitconfirms.
  • Moves Kuon forward enough to help stay close for combos or offense.
  • One of Kuon's best starters, and a damaging extender mid-combo.
  • Hits opponents OTG after moves like 3C or 236X~X
  • -3 if followed with a whiffed 2A, which is Kuon's least minus rebeat option.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5[C] 780 mid 24 Total 59 -5
Increased version of 5C.
  • Does not change grounded hitstun or blockstun, so it's not more adventageous on rebeat.
  • Increases distance travelled compared to non-increased version.
  • Increases damage but lowers proration, so its use as a combo tool is more specific.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 39 /Data#5C
5[C] 59 B button into 5[C] 9f gap, C button into 5[C] 7f gap /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
160 Mid 6 Total 20 -3
6 frame jab with more recovery than most. Not a low.
  • Despite its recovery, still Kuon's best normal for rebeats.
  • If not used for rebeats, still quite good for pressure, and it can be hitconfirmed into a surprising amount of damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
460 Low 8 Total 30 -7
Kuon's main low attack, poke supreme with good range and startup.
  • Great poke against grounded opponents due to the fantastic active frames and relatively quick startup. Also convertable at any range with many attacks.
  • Primary mixup tool, but preferable over 3C due to its safety.
  • Otherwise good as string filler, and useful in some juggles.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
640 Mid 10 Total 34 -7
Advancing launching slash with good vertical reach. Very important tool for anti-airing and combos.
  • Consistently leads to combos using 22A when anti-airing, but has more optimal routes available on counterhit.
  • Launches the opponent high, which plays an important role in many routes.
  • Its forward movement makes it better at hitconfirming, but can actually cause a whiff when anti airing opponents above Kuon.
  • Is actually one of Kuon's best starters due to its followup options
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
34 /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 High 8 Total 25 -5 on Assault
Fastest jumping attack. Great for offense in conjunction with Heavenly Law.
  • Flight jA is Kuon's fastest overhead option at 25 frames if done perfectly. While it's not very hard to block, it's unthrowable, beats lows, and is +6~8 on block, serving as a very effecive pressure reset.
  • As a light jump normal, it's weak to shield, but done from flight it has two hits, making it safer if only one hit is shielded, and it can also be mixed up with land > throw to dissuade shielding.
  • Can also be used for more traditional purposes, as a short range air-to-air, or for reverse beat overhead pressure.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
420 High 9 Total 30 +1 on Assault
Air-to-air with notably long range and a good crossup hitbox.
  • Mostly used as combo filler, or as a long range alternative to Flight jA or Flight jC.
  • Hits late as a jumpin, but nevertheless good as a consistent crossup.
[Show/Hide Additional Data]
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30 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jC 590 High 12
[4 on landing]
+7 on Assault
Very large air normal with a small crossup hitbox. Also one of the most damaging air normals Kuon has.
  • Primary combo filler with a healthy amount of hitstun. Great for converting from air-to-airs into grounded combos.
  • Great normal for low Flight, where it's plus unless both hits are shielded, and even then, Kuon is safe. The fastest Flight jC possible is 29 frames.
  • Its large hitbox makes it preferable as a jumpin, where it can be cancelled into Flight for diverse pressure options.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j[C] 760 High 20 Total long +15 on Assault
Not different from jC in blockstun, but floats the opponent higher on hit.
  • Mostly used for fakeouts or for F-Shiki overheads during Jumps or Assault, as its not used in any of Kuon's optimal bnb's.
  • If it does hit, it can lead to more damage than regular jC.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC /Data#jC
j[C] long /Data#j[C]
jC :

j[C] :

Command Normals

6B
6B
6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
520 Mid 11 Total 38 -12
Advancing downwards slash. Sends the opponent dowards on air hit.
  • One of the most common normals in juggles into 4C, and is really a combo tool most of the time.
  • While not good on block, it's advancing, meaning it can be useful for pressure.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 /Data#6B
6B :
6B~6B
6B~6B
6B~6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
590 Mid Total 50 (full sequence) -11
Followup to 6B, not available from other normals. Launches the opponent with a really long untech time.
  • Central combo tool, and often cancelled directly into 4C for a knockdown.
  • Can actually go into slower moves like 6C and 214B for unique combo routes.
  • Like 6B, advances (with the same blockstun), so it can be used in pressure strings to keep close to the opponent.
  • Has a longer cancel window from 6B than other moves, so it works as a frametrap normal.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 (full sequence) /Data#6B~6B
6B~6B :
6C
6C
6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
240×4 (852) Mid/Air 25 Total 62 -5
Kuon summons a big, spinning projectile in front of him that does 4 hits on the opponent. Launches very adventageously on hit, and is cancelable on hit or block.
  • Not actually a frametrap from anything, and not +, so it's more useful when spaced to make it harder to interrupt during pressure.
  • As a combo tool, it does high damage, and the long launch is enough to combo into 214A and 623B, which plays a big role in some routes.
  • Is technically a projectile, which means it can clash with others (as useless as that is in gameplay), and can be avoided by projectile invul moves or jumpblocked.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
62 B button into 6C is a 10f gap, C button into 6C is an 8f gap /Data#6C
6C :
4C
4C
4C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
660 Mid 15 Total 32 -8
A downwards slam with Kuon's swords that knocks down opponents. Very large hitbox.
  • Key component in getting knockdowns on airborne opponents.
  • Has the same blockstun as 5C, so it can be used to rebeat with 2A, which is easier as 4C has no forward movement.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 /Data#4C
4C :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
640 Low 8 15 13 -10 ~ +4
3C is a very long range slide attack that can close gaps very quickly and convert into combos no matter how it hits.
  • Very active, to the point that a spaced slide can be not only safe, but plus on block.
  • Only cancelable to specials on hit, but if spaced well, it can link to other attacks.
  • Cancels to EXS and Chain Shift on block, making it a good tool to get in close and reset pressure gaplessly.
  • Part of Kuon's most common ender sequence, cancelled into 236A~X for a knockdown.
  • One of the only moves in Kuon's aresenal that DOES NOT deal chip damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 /Data#3C
3C :
j.6C
j6C
j6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
710 13 Total 31 +13 on Assault
Horizontal attack that launches the opponent to the other side of the screen for a wallbounce, making it a very important combo tool.
  • The fullscreen launch can usually be followed up with 623B midscreen, giving Kuon his good corner carry.
  • The untech time on the wallbounce is long enough to allow for a variety moves to connect in the corner, allowing for stronger routes.
  • Despite its looks, this move reaches shockingly low, and is actually Kuon's most adventageous jump normal most of the time, and often + on shield.
  • Only air normal that doesn't deal chip damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
31 /Data#j6C
j6C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490×2 (931) Mid 10 Total 46 -4
Kuon spins on one leg and performs two advancing hits. Both hits are special cancelable on hit or block.
  • The first hit, for some reason, has an incredible amount of untech time, which makes it a central combo tool for juggles.
  • Cancelling the first hit with Heavenly Law is Kuon's only relaible way to be plus upon flight activation due to its similarily high blockstun.
  • Lacks the range of many other dash attacks, making it less useful as a neutral tool.
  • The second hit is a lot weaker than the first, but can still be used in certain combos to go into 22X, or to confirm the move hitting from neutral.
[Show/Hide Additional Data]
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46 /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
940 High 27 Total 50 -6
Relatively slow and REALLY obvious overhead, but goes airborne and combos for free to compensate.
  • Since Kuon has several other overheads that are less obvious and at least plus while still comboing, this one is rarely used for mixups.
  • Special cancelable after landing, even on block.
  • Knocks the opponent down, allowing for links or cancels afterwards. This also makes it your best knockdown for 214X setplay.
  • Kuon is lifted off the ground for the move, beating lows and throws, but granted, he has safer options for that purpose.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 /Data#66C
66C :
66~6A+B
66~6A+B
66~6A+B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Total 39 10~13 Strike
A teleport that tracks the opponent and appears a set distance behind them, except in the corner, where Kuon stays in front. Only performable during a dash.
  • Has very long recovery, making it very rare for the opponent to not retaliate upon seeing this.
  • Due to Kuon's restricted midscreen setplay options, it's not possible to set up any efficient crossups using this.
  • Useful mainly to get to the opponent's location when they're far away and knocked down, but it is very rarely better than running in.
  • Has invul, however its is VERY short, and not early into its frames.
  • Can be CS'd 8 frames before the end of its recovery to make it 31f instead of 39f total. The only usage for this is getting plus frames in specific knockdown situations.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 /Data#66~6A+B
66~6A+B :

Universal Mechanics

Force Function
Heavenly Law
天制ノ理
B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C 17 -
Kuon's central mechanic, defining both his neutral and offense. Heavenly Law (also known as Float or Flight) puts Kuon into an airborne state where he can move in all 8 directions, and changes his move list until the move ends, rendering him unable to block. Performing any attack ends the move, and it cannot be done again until Kuon lands.
  • Performable both on the ground or midair, and cancelable into from normals both airborne or grounded. This includes cancels from aerial assault normals, but not gounded assault ones.
  • The direction input during B+C changes what direction the flight initiates towards.
  • Initially costs around 1 block of GRD, and drains more as long as Kuon isn't approaching the opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[B]+[C] 44 -
After a noticeably longer startup, Kuon teleports above the opponent and enters flight. Takes a very long time for Kuon to become actionable.
  • Mostly rare to see due to being very easily countered on reaction with anti airs
  • The side it puts Kuon on is ambiguous and easily changed with slight movement, which can especially be confusing in the corner.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C /Data#B+C
[B]+[C] /Data#[B]+[C]
B+C :

[B]+[C] :

Force Function Followups
Heavenly Law (Follow-Up 1)
天制ノ理
B+C~D
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~D -
Cancels the flight and gives Kuon access to his air attacks, but not assault. Is affected by any directions input during cancel.
  • Used for high/low and strike/throw mix in pressure, which is the core of Kuon's mixup.
  • Can be used to quickly exit flight in neutral and return the the ground or use falling air attacks.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~X -
All of Kuon's air normals gain a second hit if cancelled into from flight. Kuon loses access to j6C, Increased jC, and air specials while in Heavenly Law, so only jA, jB, and jC have this variant.
  • The second hit works to make shielding harder, which is normally a strong answer to jumping attacks. This forces the opponent to shield in response to blocking a hit, which gives you time to land and throw or 2B.
  • Flight normals are generally better starters than assault normals, and flight is generally more accessible and stronger, so Flight normals are preferable to assault on offense, albeit they cost you rather than giving you GRD, so use both.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~6B+C 15 - +4 ~ -10
Triggers a falling, multi-hitting version of j236X, with no followup moves but good combo opportunities.
  • Superior to j236X is basically every way: has the speed of j236A, the range of B, the knockdown of 236X~X, and carries downwards momentum, allowing for vastly more conversions.
  • Plus at low height, which is generally where it will be used due to the deadzone below Kuon and punishable recovery on whiff.
  • Is still cancelable into EXS, which allows conversions at even more ranges, but in either case, the damage the move leads to is surprisingly high, one of Kuon's best starters in general.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~4B+C 35 - +36
Has Kuon throwing a stronger version of 214X with 9 hits from midair downwards before teleporting next to the wheel. This is always plus.
  • Fantastic move for baiting comittal anti-airs, and a strong starter to boot.
  • Can reset pressure on opponents that are passive against your Flight offense.
  • Good in neutral due to the area denial and how safe it is to do when high up in the air, but it costs a lot of GRD to do this, and the opponent can run under Kuon and whiff punish him after the teleport.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~2B+C Low 28 - -19
Is a multihit version of j623A with roughly the same frame data and followup options.
  • Is better than j623A, since it goes further, does more damage and can rarely lead to meterless combos if it connects at max range.
  • Generally used to GRD break opponents that shield against Flight, but having meter is basically necessary due to how unsafe it is on block.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C~D /Data#B+C~D
B+C~X /Data#B+C~X
B+C~6B+C /Data#B+C~6B+C
B+C~4B+C /Data#B+C~4B+C
B+C~2B+C /Data#B+C~2B+C
B+C~D :

B+C~X :

B+C~6B+C :

B+C~4B+C :

B+C~2B+C :

Throw
Throw
投げ
A+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1635 Throw 4 Total 30
Solid throw that leads to oki, even midscreen. Its damage is on the higher end, and while not comboable, if the opponent is held into 214X, the damage increases to 1.8-2.2k.
[Show/Hide Additional Data]
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30 /Data#A+D
A+D :


Smart Steer
Smart Steer
Requires 1 GRD on longer combos
スマートスティーア
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Mid - (EX) (only IW or IWEXS), CS Strike
An upwards kick followed by a downwards midair slam for a hard knockdown. Has basically no special qualities to set it apart from other Smart Steer enders.
  • Kuon is often in situations where he is on the offensive, has GRD gain advantage, and yet still loses cycles due to Flight's high costs, so cutting a combo short with this can help gain back momentum.
  • On the other hand, there is basically never a reason to use Smart Steer late in combos outside of resource dump combos to finish off rounds, since it just piles on Kuon's alreay high GRD costs.
  • Kuon really doesnt struggle to convert from grounded normals or to get knockdowns, so it's not used specifically to pick up stray hits.
[Show/Hide Additional Data]
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Knockdown /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
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45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Void-Piercing Shadow
虚空ヲ穿ツ影
236X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 818 Mid/Air 12 Total 44 -7
A quick, medium range laser beam. Mostly used in neutral/footsies and as a knockdown tool in combos.
  • Incredible midrange neutral tool with very low commitment, very good screen control, and comparatively good reward.
  • Not great for long range zoning, but it's also very hard to whiff punish.
  • Unsafe up close unless cancelled.
  • With a similar animation to 236B, it can be used to bait a reaction and halt the opponent during neutral.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 870 Mid/Air 20 Total 52 -7
A meterless fullscreen beam with minimal travel time. Your main tool for fullscreen zoning and counterzoning.
  • At 20 frames, 236B is reactable, but not easily, making it good for getting hits in neutral.
  • Takes a maximum of 2 extra frames to reach far away opponents.
  • Avoided with preemptive jumps, but not low profilable.
  • Not useful in combos due to its startup, but good after 5C as a frametrap.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C 1769 Mid/Air 10 Total 41 -1
Fullscreen version of 236X that's safe or plus. Not instant, but has a short travel time with a very fast startup.
  • Wallbounces on hit, leading to combos from around 3/4 screen distance.
  • Good for hitconfirming 236B or whiff punishing, with great corner carry if converted into a combo.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 44 /Data#236A
236B 52 /Data#236B
236C 41 /Data#236C
236A :

236B :

236C :

j236X
Void-Piercing Shadow
j236X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236A 15 -
Aerial version of 236A. Has slightly worse frame data and is aimed towards the ground at an angle.
  • Very fast on startup, but has high recovery, and it's easily to whiff punised if the opponent runs under it.
  • Good during a backjump to bait specific options or keep the opponent in place.
  • Can catch forward jumps at close range.
  • Is usable in combos during aerial segments, but usually not worth it.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236B 21 -
Longer range than j236A, but doesn't go fullscreen, unlike its grounded counterpart, 236B.
  • Pretty much exclusively used for zoning due to its slow speed, but outdone in that aspect by 236B due to its superior range, speed, and safety.
  • Can catch jumping opponents, unlike 236X, but is inferior to j236A in this regard.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236C 10 -
Air version of 236C with identical startup, but knocks down instead of wallbouncing.
  • Used to confirm j236A/B into a knockdown, but is very hard to actually follow up, j623C is generally better unless a sideswitch would hurt you.
  • Can be used to safely land after j236A/B via cancel on block or whiff, but j22C is more adventageous and more likely to catch the opponent.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A /Data#j236A
j236B /Data#j236B
j236C /Data#j236C
j236A :

j236B :

j236C :

236X~X
Vortex of Chaos
混沌ノ渦動
236X~X
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
- -4
Followup to the meterless versions of 236X: Kuon calls down a pillar identical to 22X, but with a hard knockdown. The beam tracks if 236X hit or was blocked, and appears at a set distance depending on version used if it whiffed.
  • Cancelled from 236A, this is Kuon's most common meterless combo ender. Good knockdown and damage, but no setplay without meter.
  • Additionally, it makes 236A's potential screen coverage even better, leading to jumps calling out 236A in neutral still often getting interrupted.
  • From 236B, this can make approaching Kuon from long distances harder, due to it countering preemptive jump into assault at some distances, potentially with a combo.
  • Safe pressure on block for both versions, serving as both a gapless pressure ender and a frametrap.
  • Ground versions can be converted meterlessly with 3C depending on distance from the opponent.
  • Aerial version is used to confirm j236X into EXS, but is way more unsafe on block than the grounded version. Make sure you have meter or vorpal to cancel it.
  • 3 hits, making it very difficult to shield the last hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#236X~X
236X~X :
623X
Mantle of Nothingness
無ノ帳
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 22 - -11
Grounded teleport kick with medium range. Puts Kuon next to the opponent, and crosses up if he is close enough.
  • Cancelable into Heavenly Law and specials on block unless shielded, and into jump on hit. Cancelable into EXS on any connect.
  • Not incredibly useful for mixups, but it puts Kuon next to the opponent for continued pressure.
  • Quite a good tool for sideswitch combos, and it doesn't sacrifice a lot of damage to use it compared to normal routes.
Dissapears on frame 12.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B 29 - -5
Teleports Kuon forward a significant distance, making him airborne for some of its recovery.
  • VERY important midscreen combo tool with amazing corner carry.
  • Can again cross up, but this is less useful with 623B.
  • Cancels into aerial specials on hit or block unless shielded. Cancelable into EXS on any connect.
Dissapears on frame 16.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C 23 - -18
Fullscreen tracking teleport attack with invincibility, no meterless combos afterwards and a sideswitch.
  • This move is VERY slow for a reversal, outdone at close range by [2]8X, and its speed also causes it to whiff in many other situations where the opponent is moving.
  • Tracks fullscreen, and yet somehow whiffs on opponents positioned at the other edge of the screen moving backwards.
  • Useful in very specific situations to counter long-range pokes, or reversal after an EXS super flash.
  • Weirdly difficult to combo into, and can't consistently be followed up with Infinite Worth, so despite its damage, it's rarely used in combos.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 623A dissapears on the 12f /Data#623A
623B 623B dissapears on the 16f /Data#623B
623C /Data#623C
623A :

623B :

623C :

j623X
Mantle of Nothingness
j623X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j623A 22 - -11
Kuon teleports to the ground below him and performs a slide with the same animation as 3C. Sadly not nearly as good as 3C.
  • Not special or FF cancelable, even on hit.
  • Has significantly worse frame data than 3C, making meter a necessity for it to be safe.
  • Mainly used to bait a preemptive Stand Shield, but is incredibly risky without meter, since Kuon is put precisely next to the opponent, and is -9 at the very best.
  • Only gives a meterless combo on a precisely spaced counterhit.
  • Kuon can actually be hit at ground level during the teleport animation, making highly active moves very good at beating j623A.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j623B 39 - -10
After a noticably longer pause, Kuon teleports a short distance towards the opponent to a set height above ground and hits them with an overhead similar to 66C.
  • Between this and j623A, there is something of a mixup, but far from unreactable.
  • Unlike j623A, this can be special-and-flight cancelled on block unless shielded, making it significantly safer. Cancelable into EXS on any connect.
  • The knockdown results in damaging, meterless combos with good corner carry without meter.
  • Can be used in combos, but is more often seen as a misinput of land->623B
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j623C 23 - -18
Identical move to 623C, just initiated from midair.
  • Has a slightly longer startup at 26 frames, making it more situational
  • Still invincible, letting you juke long range anti-air options from characters like Merkava.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j623A /Data#j623A
j623B /Data#j623B
j623C /Data#j623C
j623A :

j623B :

j623C :

22X
Vortex of Chaos
混沌ノ渦動
22X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A 14 - -6
Kuon calls down a pillar of energy close in front of him. Bounces the opponent off the ground for a juggle.
  • Mostly used for combos, as it launches the opponent to a good height.
  • Surprisingly active and covers the entire vertical space it's cast in, so it can be used to put up a wall against characters with varied approaches, but this is pretty risky.
  • Mostly safe on block, but with how small its horizontal reach and no meterless cancels, 236A~X is generally better.
  • Unlike 236A~X, this is only 1 hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22B 14 - -4
Identical to 22A, but safer on block and cast at a further distance.
  • Has basically identical uses to 22A with a higher emphasis on neutral usage.
  • Also only 1 hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22C 19 - +12
Horizontally tracking tornado that covers the entire vertical space. Very good neutral tool.
  • Fast enough to confirm 236X, and leads to combos from most spacings on the screen.
  • Avoidable if the opponent moves out horizontally before the move goes active.
  • Has an incredibly long launch time on hit, which makes it useful in close range combos to land bigger hits.
  • Is +12 on block, so it can reset pressure.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A /Data#22A
22B /Data#22B
22C /Data#22C
22A :

22B :

22C :

j22X
Vortex of Chaos
j22X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j22A 18 - +3
Aerial version of 22A with notably less recovery (Kuon can reovery midair), with the downside of having extra recovery on landing.
  • Less applicable in combos, and sees more usage as a neutral tool thanks to the ability to attack or use movement options while falling.
  • Can bait anti airs, which can lead to a combo on counterhit or with resources.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j22B 18 - +3
Mostly the same as j22A, with a different range on it, as such there's really no unique uses for it outside of doing the same at longer range.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j22C 19 - -1 ~ +20
Identical to 22C, but with a variable amount of recovery depending on how much Kuon has to fall to land.
  • Tracks the same as 22C, so unless the opponent is dp'ing, they will be hit out of their anti-air and they will usually get combo'd for it.
  • As EXS moves go, you can still whiff cancel into 22C after whiffing air specials, so the opponent will usually get pressured, disengage, or straight up get counterhit and combo'd even after avoiding your special. Tough luck.
  • Can convert into combos off j22X, j236X, Flight 6B+C, or j623B depending on distance from the opponent and the ground.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j22A /Data#j22A
j22B /Data#j22B
j22C /Data#j22C
j22A :

j22B :

j22C :

214X
Whirlpool of Omens
円環ノ凶渦
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 34 - +19
Kuon throws a spinning projectile towards the opponent that stays active at ground level for an extneded period of time.
  • Once it connects, the projectile has 4 hits, locking down the opponent for a good bit.
  • Primarily used in neutral to deny the midrange, or in meterless setups after 4C, where you don't have time for the increased version.
  • Can reset pressure as it is always plus on block, but this requires a highly passive opponent.
  • Combos after 6C in a lot of situations, which is used in high damage corner juggles.
  • Can be CS'd just after the saucer is thrown, cutting its recovery and giving more freedom in setups, such as post-throw.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214[A] 40 - +25
Same animation as 214A, but longer. The projectile now goes up and down until reaching about 80% of the screen, where it stops above ground and remains active.
  • Incredible tool to be used in neutral. While the startup is lentghy, the large space covered by the projectile completely restricts the opponent's movement, giving Kuon lots of room to breathe.
  • The saucer eats most projectiles thrown at it while moving forward, which makes it very good for an aggressive approach using Kuon's fast run.
  • Has an extra hit once connected for a total of 5, and is the preferred option for metered setups, where it's thrown after a 214C/22C > 66C knockdown.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B 25 - +18
Shorter startup and recovery than 214A, however the projectile is stopped up and above Kuon. Has no increased version.
  • Largely a combo tool, since it combos from 66B(1) even mindscreen and gives good damage with a long window for followups.
  • Since it denies some of the airspace, it can temporarily restrict characters that rely heavily on air approaches and struggle in grounded footsies.
  • Shares its animation with 214A, so it can be used during setplay to bait a shield attempt against 214A and GRD break the opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C 15 - +60
Faster, metered variant of 214A with more range, but not nearly as much as Increased 214A.
  • Can form a gapless blockstring from many attacks, so it's Kuon's primary way to dump meter to restart pressure, notably after a gap close with 3C.
  • Hits 12 times in total, which makes it incredibly plus, enough to run a high/low mixup obscured by the projectile.
  • Has higher minimum damage than 22C, so it is preferred in ender sequences into 66C.
  • Can be spaced in a way that allows for opponents to be held into it with throw, resulting in a highly-damaging 2.2k damage off throw.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A /Data#214A
214[A] /Data#214[A]
214B /Data#214B
214C /Data#214C
214A :

214[A] :

214B :

214C :

[2]8X
Barrier of Isolation
隔絶セシ障壁
UNI Input Hold.png[2]UNI Input Then.png8X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[2]8A 7 - -14
A sphere-shaped flashkick done on ground level. Not super reliable as an anti air, but does hit both sides and is very active.
  • Used in most optimal corner combos due to its good launch and high damage.
  • Cancelable into EXS or CS on block or whiff, so it can be used as abare, but be careful as it has no strike invul, and is only active on frame 8.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[2]8B 12 - -29
Kuon's meterless reversal, this version actually lifts him off the ground.
  • Relatively slow at 13 frames, but still useful as a defensive tool.
  • Doesn't knock down, has significantly more recovery than the A version, and is not cancelable into EXS, removing its usages in combos.
  • Bigger, than [2]8A, and due to its invul, it's generally better in scrambles, but way more unsafe.
  • It hits both sides (while also automatically sidecorrecting due to its input), and is very active, so it's best used as a reversal against aerial moves and left/right mixups.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[2]8C 10 - -38
Kuon's best reversal, the same size as [2]8B with more hits.
  • Carries all of [2]8B's good qualities, but is more active, more damaging, and faster.
  • Still unsafe, but harder to bait than [2]8B
  • Is technically Kuon's highest damage EXS move, but very restricting to use in combos.
  • In some spacings, only a few of the hits connect, reducing its damage.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
[2]8A /Data#[2]8A
[2]8B /Data#[2]8B
[2]8C /Data#[2]8C
[2]8A :

[2]8B :

[2]8C :

Super Moves

Infinite Worth

The Silent Orchard of the Abyss
静カナル深淵ノ園
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3442 All 15 Total 75 -32
Absolutely massive IW. On the slower side at 15 frames.
  • Quite literally COVERS THE ENTIRE SCREEN. While it's mostly used as a combo ender, it must be noted that this move can technically whiff punish the opponent no matter where they are if they are minus enough.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
75 /Data#41236D
41236D :

Infinite Worth EXS

Black Scarlet Carving
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
黒緋ノ刻
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3760 All 1+14 Total 67 -25 Strike 1~26 Full
Kuon becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 2A -3
2C -3
5C 5A -4
2C -4
Gap Table
Attack Chain Frame Gap
5A 5C 1F

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040 Switching Contrast
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