Under Night In-Birth/UNI2/Offense

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Normals

Press {{{2}}}/{{{2}}}/{{{2}}}to perform normal moves. Depending on the current state of your character (standing, crouching, jumping), your character will perform different attacks. As a general rule, {{{2}}}/{{{2}}}attacks are weak and fast, while {{{2}}}attacks are strong and slow.

Passing Link

Most normals can cancel into other normals either on hit or on block. The rules are:

Command Normals

Command normals are performed by pressing a specific direction (other than 2) with a specific button. Every character has at least two command normals.

Smart Steer Combo

{{{2}}}{{{2}}}{{{2}}}...

All characters have a smart steer combo (also known as an auto-combo) that is performed by mashing {{{2}}}.

Smart Steer is a way to extend stagger windows of moves within blockstrings, allows to extend their pressure on a blocking opponent. Smart Steer combos have large stagger windows and also allow moves that can't stagger normally - to be able to stagger (provided that move is within the smart steer combo). This gives Smart Steer normals huge potential in frame trapping the opponent.

Another advantage of using Smart Steer Combos is that the same move can be used twice in the same blockstring (which is not the case normally) if one uses the move before or after the Smart Steer combo 'version' of the move.

Throws

Throws are proximity based attacks which the opponent cannot guard against. In order to throw an opponent, a few conditions must be met:

  • The players must be in a similar grounded or airborne state.
    • To throw a grounded opponent, the attacker must also be grounded.
    • To throw an airborne opponent, the attacker must also be airborne.
  • The defender must not have throw invulnerability.
    • The defender can be thrown in hitstun or blockstun unlike in most other fighting games, but it will result in a Gold throw.
  • The defender must be within throw range.

If all of the conditions are met, then the attacker can hit the opponent with a throw.

Normal Throws

{{{2}}}+{{{2}}} Within close proximity of an opponent
  • To perform a forward throw, press neutral or forward+{{{2}}}+{{{2}}} while standing on the ground.
  • To perform a back throw, press 4 + {{{2}}}+{{{2}}} while standing on the ground.

All normal throws, no matter the character, have the following properties:

Special Move Throws

Some special moves have the throw property.

Special moves like this fall into two categories:

Command Grabs

These throws cannot normally be broken and they typically have other unique properties, such as higher damage, more start-up, and additional hit effects. However, there are restrictions in place: just like with normal throws, if you use a command grab while an enemy is in blockstun (or ? frames immediately after blockstun), a Gold throw occurs, which is escapable.

Certain command grabs have Gold Throw property by default, like for example Waldstein's 360B

Gold Throws

Gold throws are unique throws with an extended throw tech window. Attempting to do a normal throw or a command grab on someone while they're in blockstun results in a gold throw.

  • Normal gold throw tech duration is roughly 24 frames.
    • Command grabs with gold throw property have a shorter tech duration.

Hit Grabs

Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such as Enkidu's IC5C. These attacks can hit puppet characters, but will not trigger the throw animation.

Throw Invincibility

Opponents can not always be thrown. Below is a list of situations when the opponent cannot be thrown:

  • During Prejump
  • Any type of recovery + 8F after
  • Some attacks are throw invincible, which is noted in the Frame Data.

Special Moves

Special moves require a more elaborate input and have unique effects and properties. There are two main categories of special move inputs:
  • Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
  • Charge-type inputs: Requires the player to hold a certain direction for an set amount of time frames, then input the opposite direction plus a specific attack button.

EX Special Moves

Steer Ender

Preformed by pressing {{{2}}}+{{{2}}} after any special cancelable attack. Counts as a special cancel. Your character will be enveloped in a red aura and preform a series of attacks that ultimately ends in a hard knockdown. This will either gain or cost GRD depending on how early or late it's used in a combo, and the frame advantage will change as well. Can be canceled into Cross Cast Veil Off, Infinite Worth, and Infinite Worth EXS.

For the exact GRD values, check the "Steer Ender" sections of the gauges page.

Cancels

There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one.

While most cancels are available on hit/block, some are available on whiff, some are only available on hit, and a rare few are even only available on block!

Self cancel (SE)

{{{2}}} and 2 + {{{2}}} can be canceled into itself.

Throw cancel (TH)

Buttons like {{{2}}} and 2 + {{{2}}} can be canceled into normal throws. This makes then a good option to

Passing Link (Normal cancel, N)
Normal attacks can cancel into any other other normal attacks freely, as long as the move you want to cancel into hasn't been canceled into before in your string.
Jump Cancel (J)
Almost all normal attacks can cancel into jump on hit. This is used in combos as well as pressure.
Special Cancel (SP)
Most normal attacks can cancel into Specials. This is generally used to create combos and blockstrings, but can have other applications as well.
EX Special Cancel (EX)
Most normal attacks and Specials can be canceled into EX Specials.
All special cancelable moves are EX special cancelable.
Infinite Worth Cancel (IW)
Almost all attacks, Specials and EX Specials can be canceled into Infinite Worths (EXS).
All special cancelable and EX special cancelable moves are IW Cancelable.
Chain Shift Cancel (CS)
See Chain Shift

EXS Actions

Concentrate

Chain Shift

{{{2}}}{{{2}}} in Vorpal

Chain Shift is a powerful tool in Vorpal that lets you cancel most of the action and return to neutral immediately, and converts the GRD blocks into EXS at the cost of the Vorpal. Chain Shift has a 1+(40 Flash)+0 frame startup that is fully invincinble. The players can then asses the situation during the superflash and input an action in case they are both on neutral state. There's an 8 frame buffer window for the player to input an action and a 3 frame buffer window for the opponent to do the same.

In general, you can Chain Shift almost all moves except the following:

  • Entire duration of Assault;
  • Entire duration of Infinite Worth (and EXS version);
  • Recovery of air normals that got Shielded (this includes certain ground normals that goes into the air!);
  • Recovery of a blocked invincible move;
  • Other moves, which is to be noted in the Cancel section.

When using Chain Shift, all the GRD converts into EXS at a rate of 80 units per frame (0.8 EXS). The Vorpal damage bonus will retain during the Chain Shift timer, in which its duration is:

  • 10 frames per block if it is canceled from a move and opponent is NOT in hitstun/blockstun;
  • 15 frames per block if it is canceled from a move and opponent is in hitstun/blockstun;
  • 20 frames per block if it is NOT canceled from a move and opponent is in hitstun/blockstun;
  • 25 frames per block if in neutral.
    • The timer will have a guaranteed minimum of 15F.

Or, equivalently:

  • 8 EXS per block if it is a whiff cancel;
  • 12 EXS per block if it is canceled from a hit;
  • 16 EXS per block if it is NOT canceled from a hit and opponent is in hitstun/blockstun;
  • 20 EXS per block if in neutral.

Partial GRD blocks do not get converted into meter, but when Chain Shifting with less than 1 GRD Block, the rate is halved (40 units per frame) and you are considered having 1 Block.

Chain Shift also has other benefits, such as increase damage proration, increase Combo Points and slowing down Veil-Off.

Veil-Off

Veil Off
Requires 100+ EXS
ヴェールオフ
A+B+C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Veil-Off is a universal move that converts your EXS gauge into a countdown timer, during which you receives several power-ups.

Veil-Off requires at least 100 EXS. When performed, it removes your GRD Break status. Additionally, if your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal. As it is invincible during startup, it can also be used as a reversal, though it is extremely punishable, if blocked.

During Veil-Off:

  • You gain 20% more damage. This stacks with other bonuses additively.
  • You are free to use EX moves and Infinite Worth (with EXS version) as long as your timer doesn't ran out.
Veil-Off can be comboed into, but cannot be comboed from.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
64 (54 on hit) Launch /Data#A+B+C
A+B+C :

Cross Cast Veil-Off

Cross Cast Veil Off
Requires 100+ EXS
クロスキャストヴェールオフ
A+B+C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 All 2 4 20 +3 Strike 1~19 Full
Cross Cast Veil-Off (CVO) is similar to Veil-Off, except it must be canceled into. On hit, it launches the opponent high into the air on hit, allowing for combo extensions.

Veil-Off requires at least 100 EXS and Vorpal, meaning it can't remove your GRD Break as you can't do a CVO under GRD Break anyways. Opponent will also not lose Vorpal when hit, if at any point you two gained Vopral together.

Upon usage, your Vorpal (and Celestial) state will immediately be removed, much like Chain Shift.

CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun. It is invincible during startup, and leaves you at +3, so it can also be used as a expensive pressure tool.

During Cross Cast Veil-Off:

  • You gain 20% more damage. This stacks with other bonuses additively.
    • Vorpal damage bonus will persist until the end of combo (or in case of blocked CVO, removed immediately).
  • You are free to use EX moves and Infinite Worth (with EXS version) as long as your timer doesn't ran out.
    • A+B+C can be used for a shortcut for Infinite Worth.
  • You receive additional untechable frames depending on how many Combo Points you have.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 Launch /Data#A+B+C
A+B+C (during a move):

Infinite Worth

Infinite Worth EXS

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