Under Night In-Birth/UNI2/Nanase/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
---
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
10700 5A > 5B > 5C > 236A > 5AB > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -860 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2200 150 4300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 27 -48900 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Ground normals, air normals, and dash attacks can be cancelled into Force Function on block or hit.
  • 3C can be cancelled into a unique jump on block.
  • j.236X and 22X can be cancelled into Force Function immediately after start-up.
Vorpal Trait
  • Aerial Force Function can be used after using ground Force Function (This normally cannot be done without landing again first.)
  • Aerial momentum increased for 3C jump cancel on block and Force Function.


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 2 12 19 -2 N, SP, EX, CS Strike 94
5B 410 Mid 8 3 17 27 -4 N, SP, EX, CS Strike 92
5C 670 Mid 12 3 23 37 -8 N, SP, EX, CS Strike 89
5[C] 714 Mid 17 3 23 45 -10 N, SP, EX, CS Strike 88
2A 150 Mid 5 2 12 18 -2 N, SP, EX, CS Strike 95
2B 440 Low 9 3 18 29 -4 N, SP, EX, CS Strike, Foot 90
2C 590 Low 12 4 23 38 -9 N, SP, EX, CS Strike, Foot 90 Knockdown
jA 130 High, Air Shield 7 2 15 2 23 Varies N, SP, EX, CS Strike, Head 97
jB 380 High, Air Shield 11 3 19 3 32 Varies N, SP, EX, CS Strike, Head 93
jB~B 480 High, Air Shield 11 3 16 3 26 Varies N, SP, EX, CS Strike, Head 91
jC 520 High, Air Shield 12 3 25 4 45 Varies N, SP, EX, CS Strike, Head 91
j[C] 720 High, Air Shield 18 3 25 4 45 Varies N, SP, EX, CS Strike, Head 87
3C 570 Mid 9 3 29 36 -10 7~11 Head N, SP, EX, CS, UNQ Strike 92 Launch
j2C 510 High, Air Shield 13 3 32 4 47 Varies N, SP, EX, CS Strike, Head 91 Knockdown
j2[C] 720 High, Air Shield 17 3 28 4 47 Varies N, SP, EX, CS Strike, Head 88 Ground Bounce
j8C 590 Mid, Air Shield 16 4 10 4 29 Varies 8~15 Head N, SP, EX, CS Strike, Head 90
66B 610 Low 18 13 9 39 -4~+8 12~17 Foot
16~17 Throw
SP, EX, -CS- Strike, Foot 89 Knockdown
66C 666 High 27 4 20 50 -6~-3 15~26 Foot
25~26 Throw
SP, EX, -CS- Strike, Foot 70 Knockdown


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 51 1~4 Throw
B+C 0.5 GRD 51 1~4 Throw
jB+C 1 GRD 51 1~4 Throw
jB+C 0.5 GRD 51 1~4 Throw
A+D 1640 Unblockable 4 1 26 30 +49 on hit Throw
5A+B 432*3 (first hits), 396 (last hit) Mid 1 GRD on longer combos 10 11(11)3 19 53 -4 (EX) (only IW or IWEXS), CS Strike 90% (first hits)
60% (last hit)
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 750 Mid 7~21 15 20 45 -17~-3 -EX-, -CS-, -UNQ- Strike 84 Knockdown
236B 780 Mid 9~35 27 28 63 -33~-7 -EX-, -CS-, -UNQ- Strike 84 Knockdown
236C 1848 Mid, Air 100 EXS 9~18 17 25 50 -12~+4 1~3 Throw
3~26 Projectile
(CS) Strike 85 (first hit)
93 (later hits)
Knockdown
236X~A 890 Mid 17 10 23 50 -8~+1 -EX-, -CS- Strike 89 Crumple on ground hit
Wall Bounce on air hit
236X~B 730 High 24 5 20 48 -7~-3 16~28 Foot -EX-, -CS- Strike 55 Knockdown
236X~C 440, 300*2 Mid 14 3 23 39 -18 (whiffs if 236X does not hit) ?~? Projectile
?~? Full
EX, CS Strike 90(first hit)
92(later hits)
Launch on hit, No Collision
214A 1324 Mid, Air 17 19 24 59 -6~+9 -EX-, -CS-, -UNQ- Strike, Projectile 92 Launch, Vacuum
214B 1324 Mid, Air 13 15 31 58 -9~+6 -EX-, -CS-, -UNQ- Strike, Projectile 92 Launch
214C Mid, Air 100 EXS 12 18 26 56 +5~+22 1~3 Throw CS Strike, Projectile 90 Launch
214X~A 650 High until land -10~-3 -EX-, -CS- Strike, Dive 90 Knockdown
214X~B 670 High until land -8~-1 -EX-, -CS- Strike, Dive 90 Knockdown
214X~C 710 High until land -5~-3 -EX-, -CS- Strike, Dive 90 Knockdown
623A 1143 Mid 5 7 38 14 49 -23 1~ Head and Dive -EX-, -CS- Strike 93 Launch, Vacuum
623B 1359 Mid 6 10 45 15 60 -31 1~9 Full
6~15 Head & Dive
(CS) Strike 93 Launch, Vacuum
623C 1835~2210 Mid 100 EXS 7 16 58 15 80 -48~-47 1~10 Full
1~6 Throw
(CS) Strike 88 Launch, Vacuum
j236A 750 Mid, Air 24 until hit 42 +10 (+12 on crouch) -EX-, -CS-, -UNQ- Strike, Projectile 88 Launch
j236[A] 920 Mid, Air 28 until hit 46 +14 -EX-, -CS-, -UNQ- Strike, Projectile 84, 92 Launch
j236B 750 in air
444 after touching ground
Mid, Air 25 until hit 44 +14 -EX-, -CS-, -UNQ- Strike, Projectile 88 (air)
90 (ground)
Launch
j236[B] 750 Mid, Air 32 until hit 53 +7 -EX-, -CS-, -UNQ- Strike, Projectile 88 (air)
90 (ground)
Launch
j236C 1653 Mid, Air 100 EXS 7 until hit 46 +1~+27 (CS) Strike, Projectile 93 (first 3 hits)
90 (last hit)
Knockdown
j214A 902 Mid 16 until land -9~-6 -EX-, -CS- Strike, Dive 92 Knockdown
j214B 1309 High 23 until land -4 -EX-, -CS- Strike, Dive 94 Knockdown
j214C 1852 High 100 EXS 9 until land +1~+2 ?~? Projectile (CS) Strike, Dive 85 (first hit)
94 (later hits)
Launch
22A 710 Mid 11 24 7 41 -2~+21 -EX-, -CS- Strike, Projectile 88 Launch
22B 770 Mid 43 55 +16~+35 -EX-, -CS- Strike, Projectile 86 Launch
22C 750, 750 (1410) Mid 100 EXS 11 39 0~+7 (first hit)
+28~+39 (second hit)
1~3 Throw (CS) Strike, Projectile 88 Launch


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+9 5 55 29 69 -43 1~ Full, 1~ Throw Strike Knockdown
A+B+C+D 3750 All 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) 3+14 2 51 69 -25 1~? 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