Under Night In-Birth/UNI2/Nanase/Combos

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This page was originally copied from the UNICLR version and is a work-in-progress. Some sections may be outdated, but still contain information applicable to UNI2.

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

Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme.

Notes on Mission Mode

The game provides a Mission Mode that has many combos for players to try and learn.

  • If you are newer to fighting games or consider yourself a novice, try reading the Starter Guide and practicing the "Beginner Combo" and "Intermediate Combo" missions.
  • If you feel confident in your execution but you are unfamiliar with Under Night In-Birth's general combo timings or with Nanase specifically, practice the combos in the "Intermediate Combo" and "Advanced Combo" missions.
  • If you have a lot of fighting game experience or you are very familiar with UNI2 already, try the combos in the "Expert Combos" missions.

Don't worry if you can't complete all the missions in the game. Some of them use unusual or uncommon combo tools that may not be frequently used by players in real matches, but they are still useful teaching tools if you want to see examples of what a combo looks like for Nanase. Check out the "Bread and Butter" section if you want additional combos to practice that feature more practical pieces and theory that should help you out.

If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.

"Bread and Butter" Combos

Note: This section has not been updated yet and still features information from UNICLR, the previous version of the game. While all of the combos shown will still work, they might not be the "preferred" routing in UNI2 and may seem outdated or less effective.

The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
  • Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
  • "xN" means you can input the preceding button any number of times and still continue the route.

For video examples of the following combos, here is a "Bread and Butter" UNICLR Combo playlist by Wish. Links to the individual videos will also be available in the notes for the respective combos in the table below.

Combo Damage Cost Meter Gain Location
  • Basic BnB that works anywhere, anytime off just about any starter.
  • Likewise, just about any ender will work with this too.
  • Click here to see a video.
  • Variation of the basic BnB using 236B~C to continue the combo if 5C wouldn't reach.
  • 236B~C is helpful for continue a combo from a long-range or awkward poke, but note that you will sideswap when using it.
  • Similar flexibility to the basic BnB, for both starters and enders.
  • Click here to see a video.
  • A confirm that requires you to confirm an A button with a C button. Note the 5B comes after 2C.
  • This route introduces delays, with a delay before both j.2[C] and j.236A. See the #FAQ for more info.
  • This route introduces the air strings that are commonly seen in advanced routing.
  • Click here to see a video.
  • Assault starter route for beginners.
  • Assault starters have heavier scaling, so certain routing and enders are not possible.
  • It should be noted that when an opponent is hit while crouching, an extra 1 frame of hitstun is added to all attacks that hit while the opponent is still grounded.
    • This allows for 6D j.B 2A to work at the earliest possible timing. Otherwise, Nanase cannot combo off of earliest possible 6D j.B timing.
  • However, on counter hit the scaling is relaxed and you can use typical routing.
  • Click here to see a video.
  • Combo off 5B/2B or 2C poke.
  • This route is the definition of "bread and butter" for Nanase. Highly recommended to learn after mastering previous routes.
  • For B and C starters, add j.B between j.[C] and j.2[C] to remove the need for delays with a minor damage cost.
  • Click here to see a video.
  • More optimized 66C starter combo for corner carry that conserves a combo bounce.
  • This teaches microdash 3C into an air string, as well as an alternate air string that does not rely on j.2[C]
  • Click here to see a video.
  • Corner route that can be done off 5B/2B or 2C pokes.
  • Introduces the building blocks of Nanase's optimal corner routing with 236B~A.
  • 236B~A 5A is a link; 5A must be correctly timed to connect.
  • 236B~A should be delayed so that the opponent does not go over to the other side. See the #FAQ for more info.
  • Click here to see a video.

Theory

Nanase's basic string can be summed up as:

  • ground normals > launcher > air normals > ender

where the launcher is any move or combination of moves that puts the opponent in the air.

Regarding enders, Nanase wants to pick her ender based on the situation and what her goals are. Often, this can mean choosing not to go for a damaging ender to instead set a meaty fireball. It could also mean doing a 214B j.236C ender for corner carry and hard knockdown, or even going for a 623C ender to get enough damage to close out a round. Nanase has many different enders and different uses for her meter, so there is no "one size fits all" approach to her enders.

When in doubt, either set a fireball or go for 214X into hard knockdown.

FAQ

Why is it so hard to connect j.2C after JBB?

There could be a few reasons why. Either you aren't inputting JBB fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get the increased version.)

Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?

You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff. Consult this video to get a better visual of the proper delay.

How do I do the 2C 3C (FF) j.2C j.236B ender?

Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.

...How useful is that ender anyway? Do I really need to learn this?

The ender does have a niche use in combos where you don't use a jump cancel until the end and want to set a fireball. If you find yourself struggling to use this ender, you can safely ignore it for other options.

How do I continue a combo after 236B~A in the corner?

You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her.

Enders

Combo Cost Location
  • The most basic damage ender that provides hard knockdown. Works with just about any route.
  • In the corner, use C follow-up for more damage.
  • The most basic ender for fireball oki.
  • Fireball is meaty in the corner. Midscreen, back tech is possible.
  • Alternate fireball oki ender.
  • Fireball doesn't hit meaty, setting up for different oki.
  • Quick knockdown that gives just enough time for meaty 66B on immediate wakeup that provides maximum frame advantage.
  • Can also go for 66C instead to try and surprise opponents who may not be expecting the sudden combo end.
  • You can go for this in combos that have an air string ending with j.2C, and that still allow you to combo after.
  • Extended version of the basic hard knockdown ender, available depending on the combo scaling.
  • If scaling does not allow for 5B, it can be removed.
  • Pick a 214B follow-up depending on where you want to land and whether you value slightly more damage or slightly greater frame advantage.
    • It is possible to sideswap midscreen depending on which follow-up for 214B you use.
  • An ender that provides enough time to safely set 22B against most reversals.
  • The opponent can air tech and go behind Nanase, but 22B typically forces them to block anyway and give you advantage.
  • This ender requires specific corner combo routing to use.
  • Commonly referred to as the "double swordcar" ender.
  • It is a high damage ender without needing to spend resources, and grants hard knockdown.
  • Execution is challenging, with required delays for each swordcar follow-up depending on the height of the opponent to ensure the next attack can connect.
  • Corner ender that can be done after specific routing.
  • This sets a meaty fireball on immediate wakeup and puts Nanase at the perfect distance for the dash normal 50/50.
  • Note that you must input a backward jump when doing j.2C, and whiff j.A immediately so you have enough time to do j.236A before landing. This is a link, not a cancel, that will require some practice to master the timing.
  • This ender does not work on Merkava.
  • Hard knockdown ender that uses meter for more damage and plus frames.
  • For corner carry, you can do 2C 214B and delay j.236C until Nanase passes the opponent. For more plus frames, do j.236C as fast as possible.
  • Alternative to above ender using 623A instead.
  • Not often used, but the option is there.
  • Meter dump for damage ender to close the round.
  • 214B~C will put you facing the opposite direction midscreen, so input 623C opposite as well.
    • If you have the meter for it, you can also use IW instead of 623C.
  • Metered ender that ends with 22B oki.
  • Can also set j.236B.
  • 66C will only hit if the opponent is high enough in the air after 214C.
    • If proration does not allow you to fit all of the moves before 214C, use 2C 3C instead or simply omit 66C.
  • Ender that uses CVO
  • Usually can follow with (66B) 236X IW
    • If you have enough meter and/or you are at or below 30% health, you can add 236C before the IW/IWEXS.
  • Alt ender that uses CVO
  • Useful when your combo proration doesn't allow for the above ender.
  • Can go for the same routing post CVO depending on the combo and where you are on screen.

Combos

Note: This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.

This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.

Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
  • Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.

A Starters

These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.

Combo Damage Cost Meter Gain Location
  • Basic bnb that works anywhere.
  • Easy route, safe choice when working with a starter you're unsure of.
  • Basic bnb with sideswap.
  • Also easy, but note that 236X~C forces a sideswap.
  • BnB confirming with 2C 5B into j.[C] j.2[C] air string.
  • Can swap 5B for 5[C] but scaling will limit your choice of combo enders.
  • Swap second air string for JBB j.2C into immediate VO for vorpal strip.
  • Somewhat difficult midscreen route that uses FF
  • If you do j.236[A] you don't need to delay, but the scaling may affect combo enders.
  • Confirm into 2C 5[C] that uses FF
  • Optional sideswap after j.2[C] by dashing under.
  • Confirm into 2C 2B with decent corner carry from 214B
  • Optional sideswap after j.2[C] by dashing under
  • This route drops on Waldstein due to 214B hitting too many times.
  • For midscreen vs. Seth, change the air series to j.A j.C j.2C so it doesn't drop.
  • Confirm into 3C for high damage using FF.
  • You can do j.236A after 3C and omit j.236B to minimize the need for microdashing.
  • Corner confirm into double swordcar ender.
  • Allows for sideswap, but microdash timing is tight.
  • j.C is optional but can be done for more damage.
  • You must delay the A followup after 236B, and then delay the B followup after 236A.
  • You can substitute 214A~C for 214B~A.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • You must only hit the A follow-up and not 236A itself. The timing is tight to execute this.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • Similar route to previous but with different air series for slightly increased corner carry.
  • Uses meter for significant carry off A starter.
  • The delays are needed to keep Nanase from going past the opponent during 214C.

B Starters

These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.

Combo Damage Cost Meter Gain Location
  • Basic bnb with B starter.
  • Easy enough to do off any starter.
  • Basic bnb with 236B~C.
  • Note that 236B~C forces a sideswap.
  • Modified above route slightly for more damaging second air string.
  • Does more damage if you input 2B after 5B or vice versa.
  • The "usual" bnb route for Nanase, perfect for when you can't or don't want to go into a stronger route.
  • This combo can also be done with uncharged j.236A, though note you must delay it for j.A to connect after.
  • Can insert j.B between j.[C] and j.2[C] so you don't need delays at the cost of some damage.
  • Alternative routing off a 5B 2C starter.
  • This routing only does more damage over the above route if you specifically start with 5B 2C.
  • Worth noting that it has equivalent corner carry to the above, so it is a viable alternative route in that situation.
  • Route using 3C for increased damage.
  • Must be close enough for 3C to connect, can omit the 5C if needed.
  • Route using 3C with significant carry.
  • 214B~A must be done immediately, such that when the follow-up hits the opponent they will not be knocked down due to still being in the tornado.
    • The timing for this varies on the opponent's character.
  • Corner route using 236B~dl.A
  • Easier version of other corner route listed below.
  • Substitute 2A for 5A for a more lenient link.
  • Combo that only works on crouching or counter hit.
    • If counter hit, you must immediately go into 5[C]. Crouching gives you a chance to press 2B/5B after 5B/2B.
  • Strong corner route with somewhat inflexible ender.

C Starters

These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.

Combo Damage Cost Meter Gain Location
  • Midscreen 2C confirm.
  • If you hit from max range, j.[C] may not connect.
  • 2C whiff confirm from mid-range.
  • Try to pick up with 2A before they hit the ground, otherwise the combo cannot continue after j.2C
  • If 3C is too hard, use 5B instead.
  • Midscreen 5C/2C max range confirm.
  • If counter hit, you can add j.236[A] after j.2[C]
  • 5[C] crouch/counter hit confirm.
  • 236A~A must be done ASAP for it to combo.
    • There is slightly more leniency in timing and range for crouch hits compared to counter hits.
  • 3C confirm.
  • Optional fireball after 3C for more damage, recommended to do neutral jump so you don't risk whiffing j.8C
  • 3C routing for big damage without needing the corner.
  • j.236B must be done close to the ground to recover quick enough to continue.
  • 3C corner route for punishment.
  • This combo is also seen in mission 5-3 of Nanase's missions.
  • You can remove certain pieces based on how comfortable you are. Getting a counter hit makes it much easier to fit them all in.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Basic midscreen ground assault confirm.
  • This is mission 3-4 of Nanase's mission mode.
  • Slightly modified basic ground assault confirm.
  • This is mission 4-4 of Nanase's mission mode.
  • Ground assault crouch-hit confirm.
  • Ground assault midscreen j.2[C] combo.
  • Useful for corner carry.
  • Not consistent on Waldstein, Seth.
  • Ground assault j.2[C] route with sideswap.
  • In corner you need to walk back slightly before 5B so it can connect.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

External Links

Starter and Resources
Getting Started
FAQ
Controls
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Strategy
Frame Data
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Damage and Combo System
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