Under Night In-Birth/UNI2/Linne/Combos

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File:UNI2 profile Linne.png
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.

Getting Started

All UNIclr routes should still work.

Starter Combos

The combos listed below are a mix of BNBs and generally easier combos.

Combo Damage Cost Meter Gain Location
  • Most basic midscreen BnB
  • j.2B tends to Side Swap when used after 214B~A. To prevent this, try to delay the buttons used in the air.
  • The other Basic BNB route
  • j.2B tends to Side Swap when used after 214B~A. To prevent this, try to delay the buttons used in the air.
  • Basic 2B route without fancy delay stuff
  • Basic 5B Starter BNB
  • Basic 5C Starter with TK Kuuga
  • 5CC Starter Corner Combo
  • Relatively easy to do and has none of the strange delays
  • Also works from 5C[C] overhead hit
  • Basic 5C~[C] Overhead Corner Combo

Enders

Linne normaly Ends Combos with OTG > Ender In clr the OTG was almost always 2C but Uni 2 added some reasons to use other Moves as OTG

OTG

OTG Usage
2C General all purpose OTG if you want to go into normal 6CC(C) Ender or its derivatives.
5C Makes the enemy fly up a bit more and allows for 6CC>22[B](1) Ender.
6B Same as 5C, but for higher proration combos when they tech before 5C hits.
2C>dl.214X~B> Corner Extension if you did not reach Bounce/OTG Limit. Use the one you haven't used already. Further refered to as 214XB-EXT.
(2C)>214B~dl.C>j6[B]BC> Route that does not need an OTG after the aircombo. For when there is an OTG early in the combo. Pickup is done with 214A~B or infrequently 2C.

Ender

Combo Cost Location
  • Allows for you to dash in and get meaty 5A/2A, even if the opponent techs backwards.
  • Corner ender, since the opponent teching backwards won't make a difference.
  • Uni 2 midscreen Ender laves you closer to the opponent then 6CC with more frame advantage
  • Use 5C to OTG instead of 2C!
    • If the Combo is too prorated for 5C to hit, use 6B
  • Looks like 22[B] whiffs but the Teleport part has a hitbox
  • Metered cl-r ender. Gives very advantageous oki anywhere on screen.
  • It depends on the combo if 6CC > 236[B] > 236C > TK j.63214B or 6CC > 22B > land.236C > TK j.63214A/B does more damage
  • Hereby referred to as 236[B]EX
  • Metered ender. Gives very advantageous oki anywhere on screen.
  • It depends on the combo if 6CC > 236[B] > 236C > TK j.63214B or 6CC > 22B > land.236C > TK j.63214A/B does more damage
  • More likely to suffer from SMP since 236[B] is rarely used mid combo
  • Hereby referred to as 22BEX
  • Special corner Smartsteer Ender gives you a grid block
  • Needs jumpcancel open!
    • So either from 66FF>HKD or 22[B]
  • UNI 2 CVO Route
  • Seems to do more damage then 236[B] route even with SMP
  • Meter dump for damage boost.
  • Only use 6CCC if in corner for better oki.
  • Similar to the previous, but easier.
  • Only use 6CCC if in corner for better oki.
  • Similar to above, but for Meter dump
  • Vorpal strip route
  • Good oki and time to build GRD, and highest damage for no vorpal and 200 meter.
  • VO route
  • CVO route
  • CVO route for the corner from UNIST
  • Optimized universal UNICLR CVO route

Advanced Combos

Damage is noted per Ender starting with non-metered midscreen if applicable. The Enders to the corrosponding damage are noted in brackets.
Apart from 6C6C>22[B](1) only the highest damage ender is noted if multiple are applicable for the situation and cost.
To save space in the table, the enders are abbreviated. 2C>dl214B~B>6C6C6C becomes 2C>214BB>6CCC for example.

A Starter

Combo Damage Cost Meter Gain Location
  • 2A combo with UNI2 Routing
  • 5B instead of 6B seems to make it more consistent but costs damage
    • j5A instead of j5B after 5B seems to make it even more consistent but costs damage
  • 2A combo, more consistent than the above 6B link
  • 2A combo
  • If you jump forward after 214AA you can crossup but it's somewhat inconsistent, so 8>jC is advised.
    • Can't OTG with 5C, use 6B!
  • Midscreen 2A UNI2 Routing
  • 22[B](1) will sideswap if you dont delay the 214A followup
  • 6B>dl6C.dl6C>22[B] Ender is very hard here
  • Omit OTG>j2B in the corner and go straight into ...> 2C> dl.214BB >...
  • Midscreen 2A UNI2 Routing optimized
  • Already uses OTG, so can use 214XB> corner Ender!
  • Midscreen 5A/2A confirm UNICLR routing

B Starter

Combo Damage Cost Meter Gain Location
  • Midscreen 2B BNB
  • Not spacing dependent. Autopilotable from 2B>2C>5C>22A
  • Midscreen 2B OTG Routing
  • When you autopilot into 2C 5C
  • Can't finish with OTG 5C > Ender. Use OTG 6B > 6CC > 22[B](1)
  • Uses groundbounce, can't use corner extension
  • Midscreen 2B OTG Routing
  • Slightly better then the Autopilot one
  • Can't finish with OTG 5C > Ender. Use OTG 6B > 6CC > 22[B](1)
  • Uses groundbounce, can't use corner extension
  • Midscreen close 2B Routing
  • Optimized version for close 2B starter
  • Will NOT work on max range 2B!
  • Close 2B OTG roundstart to Corner
  • will NOT work on max range 2B!
  • Can't link 2C after the aircombo!
  • Counterhit version of the 2B OTG Routing
  • Can be converted to corner aircombo with extension with 214B~dl.C > j6[B]BC > 214A~B
    • Also possible midscreen with 2C after aircombo, but does less damage
  • Midscreen 2B Kuuga Routing (spacing dependent)
  • At close range, will sideswitch
  • Midscreen 2B Kuuga Routing long range
  • At close range, will sideswitch
  • 5B Starter UNI2 Routing
  • Can use corner extension 214AB > 6CC > ...
    • 2C > dl.214AB > works, but does less damage
  • 5B Starter midscreen optimization
  • 5B Starter Midscreen 2 Corner Optimization
  • Slightly better in the corner, and slightly worse midscreen
  • Worse meter gain overall
  • If you are at max 5B range, 214A might whiff
    • Does not work with 214BA
  • Close 5B optimization
  • If they are far away, 22[B] will hit with the kick
  • 5B 2ga Sideswitch route

C Starter

Combo Damage Cost Meter Gain Location
  • 2C Starter Uni 2 Routing
  • You can't go into 6CC > 22[B](1) ender from this
  • Can be extended in the corner with 214AB instead of 2C after the aircombo
  • 2C Starter UNI2 Routing
  • Close 5C > 2C (or 2C) Starter Midscreen mujin~C > 2A(w) > 66B routing
  • Will not work when too far away
  • Very long range 5C hit
    • Will not work at absolute max range 5C; only 214C will combo
  • 5CC>214B~ Midsceen BNB
  • 5CC>214B~ Midscreen Optimized
  • 5CC sideswitch BNB
  • If you are at max range for 5CC, it will not sideswitch!
  • 5CC>236A>66 routing slightly optimized
  • If you are at max range for 5CC, it will not sideswitch!
  • Midscreen close 5CC routing
    • Works at around 5B range
  • Can be extended into the corner
  • Good for DP punish when a bit closer to the corner then roundstart
  • Midscreen DP punish (slightly more damage, but not extendable in the corner)
  • On non-counter hit you can still use this route, but have to omit jB in the aircombo
  • 5C Starter Corner UNI2 Routing
  • close 5CC Starter Corner Combo
  • far 5C Starter Corner Combo
  • Might be inconsistent, since 236B scaling very heavily depends on range


  • 5C~[C] Overhead Combo
  • You can stay same side if you cancel [C]>236A>66 both immediately and delay the 5B as long as possible
    • Moving at all after the 66 will always result in a sideswitch
  • close 5C~[C] Overhead Midscreen Combo
  • When too far away, 22[B](2) will now whiff
  • Corner Extension is not available anymore
  • 5C~[C] Overhead Corner Combo
  • Corner Overhead GRD Break Starter
  • DP Punish Corner Combo
  • Counterhit 2C Corner Combo
  • Antiair 6C confirm
  • If you hit high, you should do dl6C>22A
  • Won't work if you hit max range and very low
  • Antiair 6CC confirm
  • 66B will only hit if they got hit by 6CC not to close to the ground
  • Delay the second 6C if they are hit very high
  • 5C > 6CC > 22[B] ender does not work
  • 214XB > corner extension does not work
  • Antiair 6CC confirm with 5C>6CC>22[B] Ender
  • Same as above but with a bit less damage, but can end in 5C > 6CC > 22[B]
  • 214XB > corner extension does not work
  • 66C > 236[B] confirm
  • 66C > 236A Autopilot Corner Confirm

Assault Starter

Combo Damage Cost Meter Gain Location
  • Corner Assault starter BNB
  • Also works from 6DjC>2A>2B>2C or 6D>jC>2A>5C>2C
  • Corner Assault starter optimized
  • Corner Assault starter smartsteer Ender
  • Corner Assault starter
  • Corner Assault starter optimized
  • Corner Assault starter

Special Starter

Combo Damage Cost Meter Gain Location
  • 236B Max range starter
  • If you are closer, 236B will have less proration
    • If you are close, 66 will sideswitch
  • 236B Close range starter
  • Same as above but with close range, so minimum proration
  • TK 236X BNB
  • You might have to delay the 6C a bit if they got hit high in the air or even go for a 6C~dl.6C > 22A
  • If they did not get counterhit in the air, they might tech before you can hit with 6C
  • TK 236X Close range starter
    • Does a bit more damage then the 6C route but is much less consistent
  • If they have been airborne and are hit very high, you have to delay the 66B longer
  • If they did not get counterhit in the air, they might tech before you can hit with 66B
  • TK 236X Long Range
    • For when 6C would whiff
  • Easily hit-confirmable

Suboptimal but Fun Combos

Combos that lead to suboptimal Damage but are just for variety and fun.
Some of the routing concepts might be optimal in other situations

A Starter

B Starter

Combo Damage Cost Meter Gain Location
  • 5B combo using 22A > dl.smartsteer > 22[B](1) and 66FF
  • For 214A~B corner extension, use it directly after the j6[B]BC
  • 5B combo using 22A > dl.smartsteer > 22[B](1) not using 66F
  • 5B combo using 22A > dl.smartsteer > 22[B](1) with corner ender works from their roundstart distance

C Starter

Combo Damage Cost Meter Gain Location
  • 5C/2C Starter Midscreen double 6C6C Routing
  • 5C/2C Starter Midscreen mujin~C > 2A(w) > 66B routing
  • easy 5C~[C] Overhead Starter Midscreen
  • 5C~[C] Overhead Starter Midscreen with 66FF to get a second "jumpcancel"
  • 5CC Midsceen Routing
  • Slightly optimized but not good for corner
    • Uses both Mujins, so not optimal when you can reach the corner
  • 5CC Starter Corner combo
  • If you are further away when starting, you have to use 214B
  • A bit more meter for a bit less Damage

Assault Starter

Combo Damage Cost Meter Gain Location
  • Corner Assault starter
  • Assault starter

Kooooooooga

Here you find Routes with all the Kuugas

Combo Damage Cost Meter Gain Location

UNI2 Combo snippets (WIP ONLY FOR initial Documentation please clean up afterwards!)

  • (CH2B)>2C>5C>22A>66B>22B>6B>jB>j6B>jC>j2B>2C>
  • corner Assault>jC>5B>5CC>236A>66B>22B>214AX...
  • Corner overhead 5C~[C]>236A>66C>22A>66B>22[B](1)>214BA>jC>j2B>2C...
  • TK j236B>66B>22[B]>214BC...
  • >22A>66B>22[B](1)>6B>214AA>...
    • >22A>66B>22[B](1)>6B>214BC>...


Theory

Linnes general Uni2 Routing concept:
Starter > launcher >(( juggle > 22X > (juggle > 22X/22[B](1)>)) Pickup >) Aircombo > OTG > ENDER


Avoid SMP

  • a lot of stuff will still work with SMP but does significantly less damage in some cases
  • every optimal corner combo needs 214A or 214B open for the corner extension
  • the only exception is 6CC>22B>236C>22B>CVO>BC~X>IW Ender since there you do minimum Damage anyways


juggles that lead into 22X

  • 66B airhit
  • 5B/6B/214AA>(dl)6C(dl)6C
  • 22A>dl.5AA (only usefull if 66B is already used!)

22[B](1)

  • results in hkd and allows for OTG
  • on very high proration midscreen routes 6B/2B>j2B can add a bit more damage
  • most of the time it will be near corner 214B~dlC>j6[B]BC>214A~B

>22A>214A~X>

  • essential Link especially for high and medium proration routes
  • might not always be optimal but is very close and very cosistent
  • 214A~C can be used most of the time
  • on high proration routes 214A~A has to be used
  • 214A~A tends to sideswitch

smartsteer 22[B](1)

  • stuff>22A>dl.5AA>22[B](1)
    • 5A has to hit VERY low
    • can only work when you have enough untech for them to hit the ground after 22A (but its still not a garantee)
    • (same situations where you can use 22A>66B)
      • only usefull if you have already used 66B
      • 5B>2C>5C>22A>
      • 2C>5C>22A>
      • 5C>2C>5B>22A>
    • often allows for >OTG.214B~dl.C>j.6[B]BC>

midscreen 22[B](1)>OTG>aircombo>OTG>Ender

  • midscreen you can often substitute 22B>Aircombo>OTG>ENDER whith 22[B](1)>OTG>Aircombo>OTG>ENDER to squeze out a bit more damage
    • often even works if 22B>Aircombo would not work there anymore
  • needs jumpcancel open!
  • Will use up otg so you cant go into corner ender (exeption 214x~dlC>j6[B]BC> routing since that does not OTG)
  • on high proration routes 6B>j2B>
  • on medium proration routes 6B>214A~A>jC2B>
  • on lower proration routes (6B)>214B~dlC>j(B)C2B>
  • on very low proration routes 214B~dlC>j6[B]BC>
    • here you can go into corner ender since you will pick up before they ht the groudn after the aircombo


Corner Smartsteer Ender

  • 214a~b.7>dljC>j236c>5AAAAAAA (7)

combo snippets for copying

Combsnippets for copying
Comment Snippet
Basic Aircombo j.B6BC2B > 2C >
j6[B] Air Route 214B~dl.C> j.6[B]BC >
6CC>22A with delays dl.214X~A > dl.6C.dl.6C > 22A