Under Night In-Birth/UNI2/Orie/Combos

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Uni2 profile orie.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

Starter Combos

Basic easy intro combos to start off with that lead into a knockdown. If in doubt, end your combo in a knockdown by canceling a normal into 5AB for the Smart Steer ender.

Combo Damage Cost Meter Gain Location

A basic combo that works off essentially any starter when Orie is close. This is all you need in order to get started with the character.

Far version of the above combo. Orie gets more damage than just this, but you have to learn a much longer combo.

FAQ

How do I link after 623A?

Height is the main deciding factor when it comes to linking after 623A. Very low 623A connects will only allow for 2A, whereas most connects allow for 5A. For high 623A connects, you can link with 3B, or even 5B/2C if they're very high. The opponent's height in a combo can be manipulated by delays and what normals are used before 623A.

Another factor is hitstun decay. Depending on how late 623A is used in a combo, the opponent may be too high or tech out of the combo before anything can link from it. In most cases, 5A is the best choice. Make sure to practice your combos to find what normal works where.

How do I figure out the timing for 2C/66C after 214B?

Since it is a link, you have to learn how to time it and not mash it out. A helpful visual reference to look for is Orie lowering her hand when she uses 214B.

Why does 2C 22X not work sometimes when I use it at the end of a combo?

Thanatos has a cooldown before she can appear again. You are likely trying to do 2C 22X too fast after 214B, so try delaying the 22X input a bit.

BnB Combos

Theory

In UNI2, Orie gets the most damage by using a jump cancel early in a combo with 4C > jump cancel > j.214B. This is an important piece of combo theory to learn, as most of her optimal conversions use it. If she doesn't use her jump cancel there, she can use it towards the end of a combo with j.2C to get a little bit more damage.

Using bounces is usually a matter of hard knockdowns for Orie. Depending on how scaled the combo is, 5C or 2C make for the most damaging pickups that still allow for extensions afterwards. 66B is a middle ground, still allowing for 623A links with a delay. 66C makes for a good pickup after a hard knockdown towards the end of a combo, but only if Orie has already used her jump cancel. If she still has a jump cancel available, it's better to do 2C 4C/5C j.2C instead.

Instant j.214B

Combo Cost Location

Generic punish combo. Most of Orie's other j.214B routes are derived from this one. This is also the most difficult, as missing the j.214B or 2C delays mean 623A can drop enough hits to not have the height to link after. Notated with the 66C ender but any ender works here.

Works from any single-hit starter and is generally very consistent. Essentially the same combo, but forgoes some of the filler due to hitstun decay.

Scaled version of the combo. Works after starters like 2A 2A and is very reliable. Use 2A rather than 5A if there was no delay for 623A.

j.B j.C j.214A

Combo Cost Location

Easier route at the cost of some damage. Comes with the notable benefit that it also works in the corner. While not as damaging as some other routes, this one is good to know as it is easily confirmable from 5C/2C > 4C which will frame trap after many of Orie's normals. It also works in the corner after 236B's wallbounce using 2C 4C and midscreen after 236B 236C using 5C (and skipping 4C).

Corner 236B

Combo Cost Location

Corner combo from Orie's premier special move. 66C 214A is height specific and may require delaying 66C depending on how late 236B connects. Notated with the jump cancel ender but any ender works here.

Adapted version of the j.B j.C combo.

Command Order (214X)

Combo Cost Location

Main combo for converting 5B, 2B, and CH 5A hits when outside 5C range.

Corner specific but doesn't use Force Function. 3B dl.5C can be used off high 623A connects for a smidge more damage as a general optimization but may drop at higher hitstun decay.

Ending Combos

All of these are assumed to be preceded by 2C pickup.

Combo Cost Location
  • Most common ender.
  • The opponent can tech forward, which might mess up your okizeme if you don't consider it.
  • You can add 41236C, 236C or CVO for extra damage.
  • To get the most meterless damage at the sacrifice of okizeme.
  • Encourages the opponent to tech backwards. This will make them lose GRD, which helps you win Vorpal cycles.
  • Since you need an OTG for this ender, it may not always be available.
  • You can also add 41236C, 236C or CVO for extra damage.
  • 2C > 22X is your most reliable way to make them block 22X.
  • You should keep in mind the Thanatos cooldown when inputting 22X (see FAQ above).
  • The A and B versions are the same except for the range they cover. Use 22A for close opponents who you think will neutral tech, in the corner as well. Use 22B if you think they will tech backwards.
  • 22C should only be used in the corner, as it can be evaded anywhere else.
  • Can only be done if you have not used a jump in the combo before.
  • Good on opponents who don't feel like teching as it encourages them to do so.
  • Add j.214B if you have another OTG for additional damage without sacrificing a good knockdown.
  • Used to create space between you and your opponent, which you may or may not want.
  • The opponent cannot tech forward, so it can serve to secure Vorpal cycles.
  • For safe standard okizeme.
  • Useful if the opponent doesn't tech in order to avoid regular 22X okizeme.
  • New UNI 2 ender
  • Further testing is needed, but it sets up for a meter use.
  • Unlike 214B, allows for air tech in more prorated combos.
  • New UNI 2 ender using the universal "steer ender" move.
  • Provides good damage and a knockdown, but can only be further cancelled into IW or CS, and either provides or drains GRD based on the length of the combo.

These enders follow an OTG, usually after 214B or j.214B.

Combo Cost Location
  • Meterless ender.
  • High damage metered ender with a ground knockdown. Crosses up midscreen; can do 236B to avoid crossing up at the cost of slightly less damage.
  • Metered ender. Does slightly less damage in general and has slightly worse knockdown advantage than 236A~6X > 214BC > dl 236[B].
  • Metered ender.

Combo List

Notes:

  • Unless otherwise notated, all jump cancels are assumed to be done holding up+forward (9), particularly for j.B, j.2C, and j.214B.
  • For jump cancels into j.214B, you can press or hold 9 any time after the previous move has hit, and then time the 214B input during jump startup or after you've left the ground, rather than doing a 'true' instant air special/tiger knee input shortcut like 2149B. In most combos, j.214B does not need to be done immediately after leaving the ground and it's actually better to delay it if possible, since it leaves you closer and with more frame advantage.

A Starters

Combo Damage Cost Meter Gain Location
  • UNI2 high damage punish route. Video
  • If you don't delay j.214B, 623A won't always fully connect. If j.214B is not delayed, either skip 2C 3C or substitute it for 2C 5C.
  • UNI2 high proration 2A(AA) and assault j.C confirm, similar to the 5A confirm. Video for 2A starter
  • If 623A is not delayed, the juggle height will be lower. Link into 2A rather than 5A.
  • UNI2 easier punish route.
  • Can omit 4C on air hit.
  • Alternate 5A punish route, based on the old Cl-r routing.
  • 5A confirm route
  • You can forego cancelling dl.623A in favor of letting the 4C animation complete and linking 623A if preferred.
  • Long range 5A starter. Less applicable in UNI2 due to 5A > 5C connecting at all ranges, but still useful if 5C/4C are unavailable due to being previously being used in a blockstring.
  • 5A corner route
  • Can swap the final 66C > 214B for another ender at the expense of some damage
  • Cl-r high proration 2A confirm
  • Cl-r high proration 2A confirm
  • UNI2 combo, video. Useful if 5C/4C was already used in the current blockstring.
  • UNI2 combo

B Starters

Combo Damage Cost Meter Gain Location
  • Easy close- to mid-range 5B confirm.
  • Basic 5B tip confirm.
  • Metered extension of the above combo
  • Side swap if you do not walk under after 236C
  • Cl-r standard 5B tip confirm.
  • UNI2 standard 5B tip confirm.
  • Can swap dl j.B > j.C for j.C > j.B which may make the combo easier.
  • Omitting 2C and directly linking j.C > 3C may also be easier. In vorpal, this will do more damage (3300 excluding damage bonus). Outside of vorpal, replace 3B with 5A for 3252 damage.
  • Omit both 2C and 3C and replace 3B with 5A when using this routing for more prorated starters, e.g. 66B crumple > 5B > 214A~4C > ...
  • Damage is at point blank. Further spacing incurs distance proration.
  • UNI2 standard 5B tip confirm.
  • Slightly better optimization of combo above, walk is only needed at tip range.
  • If closer enough, 3C instead of the first 5C will get you 3358 dmg.
  • Damage is at point blank. Further spacing incurs distance proration.
  • UNI2 5B corner combo
  • Damage is at point blank and assuming 66C fully hits.
  • Standard close- to mid-range 2B confirm
  • 3B confirm for when you 3BAD OS and hit your opponent while they're still on the ground
  • UNI2 66B crumples on normal hit.
  • Damage is at point blank. Further spacing incurs distance proration.
  • UNI2 combo. 66C is faster than in Cl-r and allows for links from 214B, except if 6B hits at the very tip.
  • Low-execution, basic overhead confirm. Can continue after 236B with 236C.

C Starters

Combo Damage Cost Meter Gain Location
  • UNI2 midscreen with corner carry and no side swap. Video
  • Old Cl-r midscreen DP punish.
  • Old Cl-r midscreen punish. Higher damage, higher execution variation of the above route.
  • Side swaps on 236[B]
  • Can input 8j.214B > microdash 2B instead of 9j.214B > walkback 2B if you find that easier
  • UNI2 corner DP punish. This was also possible in Cl-r but was more difficult.
  • Old Cl-r corner DP punish.
  • Simple 2C confirm
  • 4C > w.2A confirm

Assault Starters

Combo Damage Cost Meter Gain Location
  • UNI2 Assault j.C confirm.
  • If 623A is delayed, pick up with 5A instead of 2A.
  • Old Cl-r Assault j.C confirm
  • UNI2 Assault j.A CS confirm
  • j.C whiffs at point blank versus Linne. Use j.B instead.
  • Old Cl-r Assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Counter hit 3B anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • UNI2 tip range 214A~4B starter.
  • UNI2 counterhit 214A starter. Video
  • Basic thrust wall bounce combo
  • May require a microdash for the first 5B to connect if the opponent is far enough away from the corner when thrust hits
  • Can swap the first 5B for 5C if you're close enough to the wall
  • UNI2 236C conversion.
  • Input dash 5C using directional inputs rather than the 6AB macro since it has a larger buffer.
  • UNI2 chain shift conversion at longer ranges.
  • UNI2 chain shift conversion at longer ranges that side swaps.
  • UNI2 combo
  • Low-execution, high-damage charged thrust combo
  • UNI2 DP CS side swap confirm Video
  • UNI2 instant air special/tiger knee j.214A starter, outside of vorpal. Video
  • UNI2 instant air special/tiger knee j.214A starter in vorpal. Video

Videos

【UNICL-R】 Orie combo video (織江·コンボ) by Xiao
UNICLR Orie Combo Guide by guriguri

External Links

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