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

From Mizuumi Wiki
Jump to navigation Jump to search

Character Stats

Health Smart Steer Route
10100 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -910 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
6 1800 180 4500
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
6 29 -45670 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Similar to Hyde, Kuon's blade normals deal chip damage.
Vorpal Trait
  • Increased chip damage from normals
  • Faster movement speed during Heavenly Law

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 200 Mid 6 21 -4
5B 490 Mid 9 30 -6
5C 690 mid 12 39 -10
5[C] 780 mid 24 59 -5 B button into 5[C] 9f gap, C button into 5[C] 7f gap
2A 160 Mid 6 20 -3
2B 460 Low 8 30 -7
2C 640 Mid 10 34 -7
jA 140 High 8 2 25 -5
jB 420 High 9 3 30 +1
jC 590 High 12 4 +7
j[C] 760 High 20 probably 4 long +15
6B 520 Mid 11 38 -12
6B~6B 590 Mid 50 (full sequence) -11
6C 240×4 (852) Mid/Air 25 62 -5 B button into 6C is a 10f gap, C button into 6C is an 8f gap
4C 660 Mid 15 32 -8
3C 640 Low 8 15 13 35 -10 ~ +4
j6C 710 13 4 31 +13
66B 490×2 (931) Mid 10 46 -4
66C 940 High 27 50 -6
66~6A+B 39 10~13 Strike


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 17
jB+C 17
[B]+[C] 44
B+C~D
B+C~X
B+C~6B+C 15 +4 ~ -10
B+C~4B+C 35 +36
B+C~2B+C Low 28 -19
B+C
[B]+[C]
A+D 1635 Throw 4 30
5A+B Mid 1 GRD on longer combos (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 818 Mid/Air 12 44 -7
236B 870 Mid/Air 20 52 -7
236C 1769 Mid/Air 10 41 -1
236X~X -4
623A 22 -11 623A dissapears on the 12f
623B 29 -5 623B dissapears on the 16f
623C 23 -18
214A 34 +19
214[A] 40 +25
214B 25 +18
214C 15 +60
22A 14 -6
22B 14 -4
22C 19 +12
j236A 15
j236B 21
j236C 10
j236X~X
j623A 22 -11
j623B 39 -10
j623C 23 -18
j22A 18 +3
j22B 18 +3
j22C 19 -1 ~ +20
[2]8A 7 -14
[2]8B 12 -29
[2]8C 10 -38


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 3442 All 15 75 -32
A+B+C+D 3760 All 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) 1+14 67 -25 1~26 Full Strike Knockdown


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