Under Night In-Birth/UNI2/Phonon

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Phonon

Uni2 profile Phonon.png
Health
10400
Prejump
4f
Backdash
32f (1-8 Full, 9-10 Throw)
Unique Movement Options
-
Fastest Attack
2A, 5A (6f)
Reversals
623C (9f), 41236D (9f)

Story

Drunk on visions of comic book superheroics after acquiring a powerful EXS, Phonon frolicked along in the Night.

Her high spirits gave her the momentum she needed to defeat the evil boss--in turn boosting her confidence and pushing her even further.
That's when the foul Re-Birth appeared, plotting his Immortalize--his plan to bring the world to an end by flooding it with Voids.
But Phonon greeted the catastrophe with a smile: ""Now THAT'S what I'm talking about!""
Ignoring her orders from the EFG, Phonon throws herself into the Night.

"I never played well with others anyway!"

Let's go crazy on this final stage, okay, partner?

Gameplay

Phonon boasts some of the best long-range normals in the entire game. She can easily dominate the entire screen, pushing and pulling foes to get them exactly where she wants them. Played well, Phonon's pressure game is extremely oppressive, with no clear way out; and any mistake can be punished harshly with her high-damage combo game. On the flipside, she's not great at dealing with pressure herself, lacking fast normals or meterless reversals to get out of a jam.


Strengths Weaknesses
  • Space Control: Phonon's defining trait. She boasts massive normals with large stagger windows and great cancel options, and has great projectiles as well. Can be difficult to challenge her pressure reset options at range, or even get in at all in some cases. 4B 5C and 6FF~A/B her a good degree of control over her opponent's position, even on block. Her pressure becomes even stronger with meter.
  • Powerful Meter Usage: 22BC Install is a character defining neutral option, allowing her to use it as a second CS, check greenshields, check jumps, make anything plus, and buff her specials after for enhanced pressure, damage, and easier hitconfirms. Meter also allows her to EX cancel whiffed fireballs and 6FF, making jump ins and wakeup reversals risky. She has fantastic metered combo enders as well.
  • Strong Air Game: Lots of options to stall or alter her position in the air make it hard to tell where and when she's going to land. j[B], j[C], and j.3[C] are some of the best air to airs in the game, covering massive amounts of screen space. j.A and j.236C are very fast air options as well. j.4B reaches very far behind her, and literally turns her around, allowing her to assault backwards or steal the corner. j.236A is one of the best projectiles in the game, allowing her to take her turn from far away in the air, or even keep it up close.
  • Great Stabilizers and Hit Confirms: Vacuum normals and snaring specials give her a high degree of control over her opponent's position, allowing for easy pressure and hitconfirms from any screen position. Can get very good damage off of any hit.
  • Unreliable Anti-Airs: Her anti-airs have slow startup and/or wonky hitboxes that can make their use on reaction or in throw OSes difficult.
  • Weak Abare: No meterless reversal, poor anti-airs, no 5F normal, and weak OS options make it hard for Phonon to contest pressure. Her 623C has Projectile property and all of her crouch normals have foot property as well (despite 2B being a mid), giving some characters strong crush options against her.
Unique Mechanics

Enhanced Augmentation: Phonon's 22B+C install

  • Lasts 900 frames, duration decreases by 250 frames every time she uses an enhanced special on hit or block (3-4 specials max). Timer does not change if the special whiffs.
  • Buffs 236X, j236X, 623X; Increased damage, better framedata on block, more untech time, adds an additional hit
Vorpal Trait

  • Force Function startup decreased (17F -> 13F).
  • Force Function Head invincibility begins sooner (10F -> 7F).
  • 22B+C Install refunds 30 meter instead of 25

Move List

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.
---
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


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
200 Mid 6 2 13 -3 N, SP, EX, CS Strike
A quick swipe with the whip.
  • Hits above and in front of Phonon.
  • Great option to mash out of pressure, as it has quite good range for a 6F normal.
  • Large stagger window, good for tick-throws up close. 4A can be input to prevent Smart Steer
  • Allows Smart Steer, which can be used to reuse 5B, 5BB or 5C in pressure.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B 490 Mid 10 3 18 -5 N, SP, EX, CS, -UNQ- Strike
An advancing whip swing.
  • Can be canceled into 5BB on whiff or hit.
  • Good combo starter.
  • Large stagger window.
  • Only -5, and advances Phonon forward slightly, so dash throw after or just no cancelling are reasonable options.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B~B 480 Mid 12 4 24 -10 N, SP, EX, CS Strike
A followup to 5B, Phonon steps forward and swings again, taking up a giant slice of the screen.
  • Great combo filler, makes hitconfirming easy.
  • Fairly negative on block, so it should be rebeated or canceled into something else.
  • Stagger window is actually very narrow, and 4B and C buttons are the only normals that can frametrap afterwards. 6FF will also work; charged fireballs will leave a big gap.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 30 /Data#5B
5B~B 39 Launch /Data#5B~B
5B :

5B~B :


5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 570, 570 (1071) Mid 12 4, (9), 3 15 -2 N, SP, EX, CS Strike
A two-part whip attack. First hit is a mid, the second is a vacuum.
  • Very useful in pressure; a high-damage starter that vacuums, is easy to confirm off of, and is only -2 on no-cancel.
  • Rebeating the first hit is a good way to reset pressure. Rebeating the second hit should generally be avoided, as it makes the move much more negative.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5[C] 570, 710 (1194) Mid 12 4, (16), 3 17 -2 N, SP, EX, CS Strike
Charged version of 5C. The second hit is delayed.
  • Often used as combo filler, as it does great damage.
  • Also useful in pressure; the delay causes the second hit to frametrap automatically.
  • The stagger window is worse than uncharged 5C's, but the vacuum is much better. It's still only -2 if left uncanceled though.
  • Generally can only frametrap with 4B or 6FF afterwards, and 4B whiffs on some characters crouching up close.
  • Will only connect both hits as a combo on counter-hit or air hit.
  • A practical midscreen max-damage starter for DP punishes and similar things.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 42 Vacuum, Launch /Data#5C
5[C] 51 Vacuum, Launch /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
150 Low 6 2 13 -3 N, SP, EX, CS Strike, Foot
A quick crouching kick.
  • A 6f low with far reach.
  • Great stagger window, and can cancel into itself.
  • Useful for tick-throws, starting pressure after dashing in, and for mashing out of pressure when your opponent is up close.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
490 Mid 9 3 18 -5 N, SP, EX, CS Strike, Foot
A crouching whip swipe.
  • Phonon's only crouching mid. Has foot property, so it can still be low crushed.
  • Huge stagger window and only -5, but it has a fair bit of pushback. Dash up throw afterwards is a pretty decent option once your opponent respects it. Dash throw (6AB~D) can be used to tick throw with it point blank.
  • Slightly faster than 5B, but has slightly less range. Commonly used to mash out of pressure when 5A won't reach.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
600 Low 11 4 23 -10 N, SP, EX, CS Strike, Foot
A big sweep with the whip.
  • Has great range for a low, can be used to catch people walking back in neutral.
  • Also a pretty decent mash option if they push themselves far out, it's quite fast for its range.
  • Lots of recovery on no-cancel or whiff, but has an extremely long stagger window and good rebeat data.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 High, Air Shield 8 4 11
[2 on landing
Varies N, SP, EX, CS Strike, Head
A quick aerial slash that extends quite far down.
  • With Vorpal, can use Assault j.A -> Chain Shift for an overhead that is quite hard to react to. Can be CS canceled on block.
  • Can be used while rising to cover your jump; you have time to perform another move in the air afterwards (except j.[C])
  • j.A j.C and j.A j.236A are a great low-committal ways to cover space in neutral.
  • Useful in 171a~d OS. Confirms into j.236C on hit, beats a lot of up close neutral CS options.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB 420 High, Air Shield 10 2 22
[3 on landing
Varies N, SP, EX, CS Strike, Head
A jumping whip strike.
  • Not too useful; mostly combo filler for situations where jC is too slow.
  • Can't combo off Assault j.B, unless you delay it quite a bit or it counter-hits.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j[B] 610 High, Air Shield 18 4 17 Varies N, SP, EX, CS Strike, Head
Phonon's new charge j.[B] in UNI 2
  • Massive hitbox with fast startup. Hurtbox displacement from jumping makes it a strong option for mashing out of pressure.
  • Great air to air option, hit confirmable into j.3[C] from anywhere, even while jumping backwards.
  • Floats Phonon in the air while active.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 33 /Data#jB
j[B] 39 /Data#j[B]
jB :

j[B] :

j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jC 590 High, Air Shield 13 4 14
[4 on landing
Varies N, SP, EX, CS Strike, Head
A long whip attack that takes up a big chunk of the screen.
  • Useful tool for zoning characters out, or attacking them air-to-air.
  • Also a great assault button; covers a big distance, and is plus as long as it's not shielded.
  • Good in combos where you can't j[C], too.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j[C] 750 High, Air Shield 20 4 16
[4 on landing
Varies N, SP, EX, CS Strike, Head
A gigantic whip attack that crosses almost the entire screen.
  • Fantastic combo tool; it does good damage and launches opponents towards you.
  • Floats Phonon in the air while active, can be used to delay your landing to trick opponents.
  • Can be difficult to use as a starter without enough forward momentum or meter.
  • Will not float as much if used from assault, but is difficult to combo off of on hit and is less advantageous than uncharged j.C.
  • Has very low recovery, on whiff you can usually perform another air action (e.g. assault)
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 30 /Data#jC
j[C] 39 Launch /Data#j[C]
jC :

j[C] :

Command Normals

j.3[C]
j3[C]
j3UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
750 High, Air Shield 20 4 16
[4 on landing
Varies N, SP, EX, CS Strike, Head
Variant of j.[C], floats slightly less vertically but gives Phonon a boost to horizontal momentum.
  • Useful to continue pressure or combo after j.22X series or j[B].
  • Much easier to use as a starter compared to j.5[C].
  • Can only be performed with backwards or neutral momentum; if performed after forward jump/or assault, it will behave the same as j.5[C].
  • Floats phonon less than j.5[C].
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 Launch /Data#j3[C]
j3[C] :
4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
480 Mid 14 2 35 -19 N, SP, EX, CS Strike
Phonon's second most notorious normal, a vacuuming whip pull with incredible range.
  • Very negative on no-cancel, but is rebeatable and has a great stagger window.
  • Vacuum is relatively small, similar to 5C.
  • Phonon moves backwards during this move's recovery, but the backwards movement is negated if the move is canceled into anything else.
  • Can be used to easily convert stray hits into combos, easily hit-confirm in pressure, or poke at your opponent in neutral.
  • Has some damage proration, so it often lowers combo damage slightly compared to other buttons.
  • Canceling into 22BC can be used to throw green shields.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Vacuum, Launch /Data#4B
4B :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 Low 16 10 22 -14 (N), SP, EX, CS Strike, Foot
Possibly the most notorious normal in all of UNI; a sweep that covers 90% of the screen.
  • Can be used to check your opponent's movements from fullscreen, though you'll be left vulnerable if they jump or assault. Good at challenging full-screen Concentrates or other long-distance options.
  • Limited cancel options on block; can only be canceled into specials or force functions.
  • Can also be used as a frametrap in pressure; it's slow, a low, and very active. It's especially good at calling out backdash attempts. Canceling into 236B allows you to hitconfirm with 236C from almost anywhere.
  • However, most of all it's useful combo filler: it has exactly the same combo properties as 2C, with great damage and low proration, so it sees use in almost every combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 Knockdown /Data#3C
3C :
j.2B
j2B
j2B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j2B 320 High, Air Shield 8 4
[3 on landing]
Varies N, SP, EX, CS Strike, Head
A kick that causes Phonon to bounce off the opponent.
  • Very quick, but won't hit crouchers if performed immediately out of an Assault.
  • Allows for a wide variety of crossup shenanigans to catch opponents unawares.
  • Shield is a relatively strong option against this move, though not without risk.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j2[B] 470 High, Air Shield 15 3
[3 on landing]
Varies N, SP, EX, CS Strike, Head
Like j.2B, but slams them straight into the floor instead.
  • Used in 99% of Phonon's combo routes, due to its useful ground-bounce property.
  • Also pretty excellent when used with Assault; it's Phonon's highest-damage Assault starter, and is advantageous on block if unshielded. Used late, it can be +1 on shield.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j2B /Data#j2B
j2[B] Ground Bounce /Data#j2[B]
j2B :

j2[B] :

j.4B
j4B
j4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
470 High, Air Shield 10 2 12
[3 on landing
Varies N, SP, EX, CS Strike, Head
Phonon turns around in the air and stabs with her whip.
  • Best option to remove landing recovery from Assault and jump; will almost always whiff on opponents in front of you, and hits opponents dashing under assault/jump. Commonly used to crush reactionary stand shields.
  • Allows Phonon to cover space behind her. Jumping past > j.4b crushes a lot of throw OS's, j.5[C] past opponents > j.4b will beat out a lot of whiff punish attempts.
  • Physically turns Phonon around; will steal the corner from opponents and can be used to Assault backwards. Often used in corner steal mixups on blocking opponents, must be done after recovery animation finishes to steal the corner.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 Vacuum /Data#j4B
j4B :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
66B 749 Mid 14 4, (4), 6 22 -9 SP, EX, CS Strike 4~13 , 20~40 Throw, 9~13 Foot, 20~27 Head
A dashing handspring kick. Hits twice; once when Phonon leaves the ground and again at the peak of the jump.
  • Has incredible property invincibility, crushing lows and throws during the first hit and anti-airing during the second.
  • On block, the second hit can be canceled into j.236A to gain frame advantage, or canceled into j.22X for a high-risk frametrap situation.
  • Can also be canceled into CS, allows for a mixup afterwards with jA/j2B/empty 2A/empty j4B throw.
  • If the second hit is shielded, Phonon cannot special cancel and is helpless (unless she has CS). Shielding the first hit does nothing special.
  • Canceling the first hit into 22B+C is plus on block and can be used to crush shield attempts on the second hit.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
66[B] 840 High 28 6 30 -13 N, SP, EX, CS Strike 4~13 , 28~56 Throw, 9~13 Foot, 28~35 Head
A slow overhead handspring kick. Has only one hit, compared to the uncharged version's two.
  • Retains some of the invuln properties from the uncharged version, but the property invincibility properties run out before the move actually becomes active.
  • On block, can be canceled into j.236A to stay safe, or j.22X for a riskier frametrap option.
  • Can also be canceled into air normals; j2[B] is generally the best option.
  • Like with 66B, if the kick is shielded, Phonon can only CS cancel.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
66B 49 Launch /Data#66B
66[B] 63 Launch /Data#66[B]
66B :

66[B] :

66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
540 Mid 12 6 24 -9 SP, EX, CS Strike
Phonon slams the opponent with her whip's handle.
  • Mostly used as a combo tool - 66C 623B is an extremely common combo piece.
  • On block, can be canceled into 6B+C or 236[A] to start pressure and/or frametrap.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 Wall Bounce /Data#66C
66C :

Universal Mechanics

Force Function

Impulsive Frustration
衝動フラストレート
B+C
UNI Phonon BC.png
UNI2 Phonon BC Hitbox.png
Hitboxes Off
Hitboxes On
B+C
Impulsive Frustration
Damage Guard Cancel Property Cost Attribute
1245 Mid SP, EX, CS Ground Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
17 9, (6), 5 19 - -6 10~25 Head
B+C
Impulsive Frustration (Vorpal)
Damage Guard Cancel Property Cost Attribute
1245 Mid SP, EX, CS Ground Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
13 9, (6), 6 19 - -6 7~21 Head

Phonon spins her whip over her head, then slams it to the floor with an explosion.

  • A slow but highly active anti-air. Can combo off the groundbounce afterwards.
  • Gains improved startup and invuln properties in vorpal, making it a little bit more reliable.
  • Can be used as an Anti-air/Throw OS with B+C~A+D input.
  • Best used pre-emptively, as it has such long startup - it's definitely possible to use on reaction, but it's slow, so you had best react fast!
Impulsive Frustration
衝動フラストレート
UNI Input Hold.png[B]+UNI Input Hold.png[C]
UNI Phonon BC.png
UNI2 Phonon BC Hitbox.png
Hitboxes Off
Hitboxes On
[B]+[C]
Impulsive Frustration (IC)
Damage Guard Cancel Property Cost Attribute
2140 Mid SP, EX, CS Wall Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
17 27, (5), 5 19 - -6 10~43 Head
[B]+[C]
Impulsive Frustration(IC Vorpal)
Damage Guard Cancel Property Cost Attribute
2140 Mid SP, EX, CS Wall Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
13 27, (5), 6 19 - -6 7~39 Head

Phonon spins her whip for even longer and the final explosion is even bigger.

  • Holding the button makes it last longer; releasing it at any time before the final hit will give the same groundbounce as the uncharged version.
  • Holding it until the last hit now wallbounces the opponent, letting you easily combo afterwards with 22A j236A.
  • Great starter for punishing DPs and the like. Massive hitbox that does 2140 damage by itself and can be comboed out of easily.

Force Function Variant

Echoing Reiterate
残響リーテレート
6B+C
UNI Phonon 6BC.png
UNI2 Phonon 6BC Hitbox.png
Hitboxes Off
Hitboxes On
6B+C
Echoing Reiterate
Damage Guard Cancel Property Cost Attribute
943-1026(jf) Mid UNQ, SP, EX, CS Launch 1 GRD

0.5 GRD in Vorpal

Strike
Startup Active Recovery Overall Advantage Invul
11 2(8)2(14)2 30 57 -3 -

Phonon's alternate Force Function; she strikes three times with the whip, and can perform a followup after the third hit.

  • Very strong as a meaty or in pressure; its hitbox is very disjointed, and it can be EX canceled even on whiff. With meter, you can react to the superflash of wakeup specials with DP or IW.
  • All three hits are Special, EX and CS cancelable; the last hit gains the followup options on top of that.
  • Followup can be input at any time during the move and it will automatically come out after the third hit, as long as the move connects; they have no stagger window and will always come out at the same timing,
  • On hit, pressing a button as the whip makes contact causes a particle effect, slightly improving the damage but greatly improving the scaling. On 6FF starter combos, hitting these just frames results in a huge damage increase.
  • Canceling into 22B+C is extremely plus and can be used to crush shield attempts.
  • Aria made a video tutorial on this move here
Echoing Reiterate
残響リーテレート
6B+C~A
UNI Phonon 6BC+A.png
UNI2 Phonon 6BC+A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
176-228(jf) Mid N, SP, EX, CS Vacuum, Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 3 20 35 -5 -

A huge vacuuming sweep, similar to the second hit of 5C.

  • Has a comparable vacuum to 5[C], but the stagger window is much better.
  • Is Normal cancelable, allowing Phonon to resume or extend pressure.
  • You can knowledge-check opponents by going into 2A or 2C; they'll have to fuzzy guard in case you do 6B+C~B. Savvy opponents will switch to low-block on reaction to this move, so don't rely too heavily on this.
Echoing Reiterate
残響リーテレート
6B+C~B
UNI Phonon 6BC+B.png
UNI2 Phonon 6BC+B Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 High EX, CS Ground Bounce - Strike
Startup Active Recovery Overall Advantage Invul
16 4 22
[13 on landing]
41 -8 -

Phonon jumps at the opponent with an animation similar to air-fireball. Hits overhead.

  • Lightning-fast, unreactable gapless overhead.
  • Leads into good damage on hit, but is unsafe on block without resources.
  • Decent as a combo-ender; it gives a closer knockdown than 214AA and doesn't cost much damage.
  • The overhead is very fast, but Phonon has no quick low option from 6FF, so the high/low mixup here can be fuzzy-guarded reliably.
  • Can be canceled into CS or j.236C to gain plus frames and reset pressure up close. CS cancel offers similar mixups to 66b CS.
Echoing Reiterate
残響リーテレート
6B+C~C
UNI Phonon 6BC+C.png
UNI2 Phonon 6BC+C Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
329 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
9 2(8)2(8)2(8)3 29 50 -12 -

Phonon swings four more times with a similar animation to the first three hits.

  • Like with the first hits, timing inputs as the whip makes contact with the opponent will improve the damage.
  • Can be special-canceled on all four hits, and normal-canceled on the last hit.
  • 6FF-C 5A is Phonon's least negative rebeat option, and the final hit has a very long stagger window.
  • Great for scamming time, and builds a solid amount of meter as a combo ender, but generally sees less use than the other options. Comboing into 5A+B extends duration even further, but costs a block of GRD to use at the end of a combo.
Steer Ender
5A+B
5A+B
UNI Phonon 5AB.png
UNI2 Phonon 5AB Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- Mid CS Ground Bounce Varies Strike
Startup Active Recovery Overall Advantage Invul
- - - - -4 -
Can only be canceled into. Very large hitbox while advancing far forward. Can be used to combo out of mid-far range 3C without meter.
Throw
Throw
投げ
A+D
UNI Phonon AD.png
UNI2 Phonon AD Hitbox.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1635 Unblockable - Knockdown - -
Startup Active Recovery Overall Advantage Invul
4 1 26 30 +46 -

Phonon chokes the opponent with her whip, then kicks them away.

  • Can't combo afterwards, but Phonon's throw has very high frame advantage. You can quite easily safejump or set up a meaty afterwards.
  • The throw of strike/throw.
Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
UNI Phonon 214D.png
UNI2 Phonon 6ABC Hitbox.png
Hitboxes Off
Hitboxes On
6A+B+C
Guard Thrust
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, All GRD Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Phonon ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full

Universal reversal that blows the opponent back on hit.

  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

22B+C

Enhanced Augmentation
Requires 100 EXS
22B+C
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 - 4 0 12 Varies - - -
Phonon's install
  • Lasts 900 frames, duration decreases by 250 frames every time she uses an enhanced special on hit or block (3-4 specials max). Timer does not change if the special whiffs or upon Phonon taking damage.
  • Buffs 236X, j236X, 623X; Increased damage, better framedata on block, more untech time, adds an additional hit
  • When used in Vorpal, 30 meter is refunded
  • 16 frames total, the recovery is so short that canceling moves into 22BC leaves Phonon + on block after from the recovery of the original move being longer than the total duration of 22BC

Functionally, cancelling into install can be used as a psuedo-CS, allowing Phonon to do the following:

  • Making anything + on block by shortening the recovery. Very common example is 623B 22BC, which goes from -8 to +13 when 22BC canceled. Superflash makes it extremely easy to hitconfirm, and you can confirm into a combo that would normally require meter to pickup off of, while also being able to use the Install buff for extra damage in the combo, all while having install active for enhanced pressure after. Extremely strong both as a round start and as a pressure reset.
  • Pickup off moves Phonon normally can't combo out of (i.e 214AA/214BB and 623A/623B)
  • Checking common green shield points (66B(1), 6FF(1/2), anything at far range > 4B 22BC). Free GRD Break throw unless they Guard Thrust. Note that throws do less damage when GRD breaking a green shield, so it's worth considering baiting the Guard Thrust, as the superflash greenshield makes opponents very likely to Guard Thrust.
  • Checking greenshields / jumps after the superflash, i.e 236A 22BC > 623A(i) enhanced antiair

While installed:

  • 623B(i) pressure reset is greatly buffed, going from -8 on block to -4, and the extra untech time allows Phonon to easily hitconfirm into a high damage combo without spending any meter on the pickup.
  • B fireball becomes a much stronger pressure tool. Upback B fireball can be used to low crush moves, TK B fireball can be used as an OS crush, and 22A j236B(i) can be used as a VO / reversal bait. All of the listed examples are very + on block after the fireball.
  • TK A fireball is monstrously + on block, allowing Phonon to run mix in the corner.
  • Extra plus frames on fireballs makes "fridging" stronger (walling out the opponent with uncontestable + frames)
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
16 - /Data#22B+C
22B+C :

236X

Sliding Affliction
滑走アフリクト
236X
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 800 / 1184(i) Mid, Air 18 30 -2 / +4(i) EX, CS Strike, Projectile
A simple ground-wave type fireball.
  • Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.
  • Usually plus on block when spaced out. 6FF(2) 236A is generally plus and hard to challenge.
  • Can be jumped or assaulted over. However it's EX cancelable on whiff, so if you're quick you can police jumps with 623C.
  • Canceling into 22B+C makes it EXTREMELY plus (+12 point blank), superflash lets you check for jumps and punish with install-buffed 623x, and starts install pressure.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236[A] 928 Mid, Air 25 34 +1 EX, CS Strike, Projectile
A slower, 3-hit version of 236A. Freezes opponent in place briefly on hit.
  • Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
  • As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 800 / 1184(i) Mid, Air 14 36 -8 / -2(i) EX, CS Strike, Projectile
A quick-moving ground-wave fireball.
  • Like 236A, but faster and more negative on block.
  • Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236[B] 1206 Mid, Air 21 40 -5 EX, CS Strike, Projectile
A quick-moving 3-hit fireball. Freezes the opponent in place briefly on hit.
  • Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
  • Not commonly used during pressure, though as it's usually minus.
  • Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
1560 Mid, Air 1+8 30 +19 CS Strike, Projectile
Very fast EX version of the fireball.
  • Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.
  • Can be used to combo off of certain moves that normally can't be followed up (e.g. full-screen 3C).
  • Has enough hits to blow straight through most other projectiles in the game, too. (Most! Watch out for projectiles with many hits like Vat EX ball and Hyde EX Laser)
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 48 Launch /Data#236A
236[A] 59 Snare /Data#236[A]
236B 50 Launch /Data#236B
236[B] 61 Snare /Data#236[B]
236C 39 Snare /Data#236C
236A :

236[A] :

236B :

236[B] :

236C :

j.236X

Sliding Affliction
滑走アフリクト
j236X
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236A 800 / 1184(i) Mid, Air 16
[8 on landing]
+4 / +16(i) EX, CS, UNQ Strike, Projectile
Slow, aerial version of Phonon's fireball that preserves whatever air momentum Phonon had before using it.
  • Staple of Phonon's neutral. Covers space well and is extremely plus on block and easy to hit confirm off of.
  • +4 on block at a minimum if used while rising or falling, increased further with distance or install.
  • Common combo filler for advanced Phonon routing, and a very good starter as well.
  • Can also be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236B 800 / 1184(i) Mid, Air 16
[8 on landing]
0 / +12(i) EX, CS, UNQ Strike, Projectile
A quick-moving aerial version of Phonon's fireball.
  • Causes Phonon to flip forward after throwing, overwriting her previous air momentum.
  • TK fireball is neutral on block from point blank; it's plus if spaced further than that.
  • Fireballs performed from normal jump height are generally negative, but usually not punishable unless Phonon lands super close to the opponent.
  • Common combo filler for advanced Phonon routing and hit-confirm OSes, and a good starter too.
  • Can be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236C
100 EXS
1560 Mid, Air 1+7
[8 on landing]
+28 CS Strike, Projectile 1~3 Throw
Very fast EX air fireball.
  • Extremely fast and high advantage on block.
  • Can make risky air actions safe (e.g. 6B+C~B).
  • Tanks combo damage, but can allow combo pickups that would otherwise be impossible (e.g. max distance j.5[C] hit).
  • Very useful to combo off j.A hits too.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A Launch /Data#j236A
j236B Launch /Data#j236B
j236C Snare /Data#j236C
j236A :

j236B :

j236C :

623X

Guidance Ascension
誘導アセンド
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 1224 / 1560(i) Mid 9 12 25 -6 / -2(i) EX, CS Strike, Projectile 1~15 Dive, 5~15 Head
A pillar of light appears in front of Phonon.
  • Hits quite high, is very active and has very good invincibility properties. A pretty solid anti-air all around, great meterless option to use post-CS.
  • Can usually combo afterwards with 5A.
  • Has instant Dive invuln, but the Head invuln doesn't kick in until a few frames afterwards.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 1314 / 1661(i) Mid 11 12 27 -8 / -4(i) EX, CS Strike, Projectile 7~17 Dive, 7~17 Head
The pillar appears far away from Phonon, about half-screen distance.
  • A very useful tool for checking movements at a distance.
  • Although it's minus on block, many characters will struggle to meaningfully challenge afterwards due to its range.
  • Still retains some anti-air invulnerability properties, but they're rarely relevant.
  • Very high damage combo starter with resources (22C, 22BC or CS), and common combo filler for advanced routes. Immediate cancel into 22BC or CS is extremely plus, which makes Phonon extremely threatening to press against when she has meter or CS.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100 EXS
1921 Mid 9 12 42 -19 (CS) Strike, Projectile 1~15 Full
A much bigger, wider pillar of light with startup invincibility.
  • Phonon's main reversal tool, also her best metered combo ender. Massive untech time and high base damage.
  • You can always sideswap afterwards by dashing under the opponent while they're caught in the pillar.
  • It gives a very advantageous knockdown too; even after a dash-under you still have time for a meaty.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 45 Launch /Data#623A
623B 49 Launch /Data#623B
623C 62 Knockdown, Counter State /Data#623C
623A :

623B :

623C :

214X

Tuning Satisfaction
調律サティスファクト
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 610 Mid 9 6 24 -5 EX, CS, UNQ Strike
Phonon swings her whip while stepping forward.
  • Generally used as a combo ender using the follow-up.
  • Can be used on its own for risky tick-throw setups, as it's a rare advancing move and only -5.
  • The second part of the rekka can be delayed to frametrap.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A~X 1403 Mid 11 4, (14), 5 33 -16 EX, CS Strike
Phonon follows up her first swing with two more while walking forwards.
  • Gives a good knockdown as a combo ender, or you can spend meter with 623C afterwards.
  • Very unsafe on block without resources.
  • Can be used in specific combo routes, which usually
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B 610 Mid 10 6 29 -10 EX, CS, UNQ Strike 5~10 Dive, 7~10 Head
Similar to 214A, but Phonon swings the whip diagonally upwards.
  • A very good antiair; the head invulnerability is slightly slower than 623A's, but the move covers more horizontal range.
  • Unfortunately it can be inconsistent, opponents occasionally drop out behind Phonon or just cross over her without being hit.
  • Unlike 214A, the first hit is very unsafe on block.
  • The followup can be delayed to frametrap.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B~X 1403 Mid 10 4, (14), 5 31 -14 EX, CS Strike 2~ Dive, 11~ Head
Phonon swings her whip twice more while walking forwards.
  • Has a gigantic hitbox, especially horizontally, plus some extra head/dive invulnerability.
  • Very unsafe on block without resources, and generally can't combo afterewards without resources either.
  • With resources (22C or CS), very high damage output as a starter; generally your most rewarding anti-air option.
  • Can be used as a combo ender instead of 214A. If you don't use 623C afterwards the opponent can air tech, which can gain (or cost!) them some GRD.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214C
100 EXS
1968 Mid 8 Total 70 -6 EX, CS Strike 1~3 Throw
An EX whip rekka; Phonon hits the opponent multiple times before launching them into the air and exploding them.
  • Only does 3 hits on whiff/block.
  • Can be CSed on hit before the move completes. It won't kill until the last hit, so you can CS early to bank some meter for the next round.
  • Less damage, but more corner carry than 623C. Long animation, so it can be used to stall for cycle.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 38 /Data#214A
214A~X 66 Ground Bounce /Data#214A~X
214B 44 Launch /Data#214B
214B~X 63 Launch /Data#214B~X
214C 70 Knockdown /Data#214C
214A :

214A~X :

214B :

214B~X :

214C :

22X

Suppressive Restriction
抑制リストリクト
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 1203 Mid, Air (last hit only) 25 12 29 -28 SP, EX, CS Strike, Projectile 1~7 Throw
Phonon jumps back, explosively smashing her whip into the ground.
  • Mostly used for advanced high-damage routing.
  • Has some use as a risky frame-trap option, but it's often awkward to combo afterwards. On block, your opponent can collect easy GRD with risk-free greenshields.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22B 1435 Mid, Air (last hit only) 28 14 29 -15 SP, EX, CS Strike, Projectile 1~10 Throw
Phonon jumps back, explosively smashing her whip into the ground, but farther away than the A version.
  • Generally used as part of corner combos for high damage.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22C
100 EXS
1951 High, Air (last hit only) 1+22 12 30 -16 N, SP, EX, CS Strike, Projectile 1~6 Throw
Phonon jumps back, explosively smashing her whip into the opponent. Tracks to their location, as long as they're in front of you.
  • Hits overhead, so can be used as a knowledge check for players who don't know to stand up after the super-flash.
  • Very high damage as a starter, if you can get it.
  • Practically speaking, mostly useful to extend combos from moves like 214B or 623B. It has been superseded a little by 22BC.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 65 Launch /Data#22A
22B 70 Launch /Data#22B
22C 64 Launch, Tracking /Data#22C
22A :

22B :

22C :

j.22X

Suppressive Restriction
抑制リストリクト
j22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j22A 1083 Mid, Air (last hit only) 21
[11 on landing]
- N, SP, EX, CS Strike, Projectile
Air version of 22A; Phonon jumps higher into the air and her whip explosively smashes into the ground.
  • Appears at a fixed distance if used raw; tracks to the opponent if canceled from another move.
  • Moves Phonon quite far back horizontally.
  • Unlike grounded 22X, you can cancel into normals, so it's easier to continue pressure afterwards, but it does less damage.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j22B 1311 Mid, Air (last hit only) 28
[11 on landing]
- N, SP, EX, CS Strike, Projectile 1~6 Throw
Air version of 22B; Phonon jumps higher into the air and her whip explosively smashes into the ground.
  • Appears at a fixed distance from Phonon if used raw, tracks to the opponent if canceled from another move.
  • Compared to j22A, Phonon jumps higher vertically, but doesn't go as far horizontally.
  • Can be canceled into air normals; usually j3[C] for combos or pressure.
  • Used often in optimal max-damage routing.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j22C
100 EXS
1692 High, Air (last hit only) 1+19
[11 on landing]
- N, SP, EX, CS Strike, Projectile
Air version of 22C; Phonon jumps higher into the air and her whip explosively smashes into the opponent.
  • Tracks to the opponent, just like grounded 22C.
  • Can be used as a whiff punish tool of sorts, or used to delay your landing to avoid reversals.
  • Seperate move tracker from j.22a/b, can be used to stall landings even further.
  • Still hits overhead; but since you're airborne anyway, the surprise/knowledge check factor is reduced.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j22A Launch, Tracking /Data#j22A
j22B Launch, Tracking /Data#j22B
j22C Launch /Data#j22C
j22A :

j22B :

j22C :

Supers

Infinite Worth

Binding Beatitude
Requires 200 EXS
拘束ビアティチュード
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3512 Mid 1+8 Total 93 -22 Strike 1~26 Full
Fully invincible, huge and very active.
  • Extremely high damage in UNI2, often worth saving meter to end combos with this.
  • Lots of iframes, fantastic high damage reversal option.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
93 Knockdown, Counter State /Data#41236D
41236D :

Infinite Worth EXS

Complete Servitude
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
完全征服サービチュード
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3760 All 1+14 Total 67 -25 Strike 1~26 Full
Phonon becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B, 2B, 5C(2) 5A/2A -5
5BB, 4B, 2C, 5C(1), 5[C](2), 6BC~A 5A/2A -3
6BC~C 5A/2A -1
Gap Table
Attack Chain Frame Gap
5A/2A 5C 1F
5C(2)/5B 3C 1F
5C(1) 5[C](2) 3F
5C(1)/2C/3C 236[B] 4F
66C 236[A]/22A 5F
66B(1) 236[A]/22A 6F
5C(1)/2C/3C 236[A]/22A 8F

Videos

UNI2 Phonon 6FF Tutorial by Aria

External Links

Players to Watch

This is mainly a list of players of different skill levels from mid to high level. This allows players to study different play styles as well.

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
UNI Color Phonon 27.png
Aria
Replay Theater
Twitch
Twitter
Canada
Canada
Active Strongest Phonon player in Canada. Great fundamentals and character knowledge, responsible for a lot of early UNI 2 resources and labbing. Active in the Discord helping out new players. Lots of useful tech posted to Twitter.
UNI Color Phonon 5.png
Glacey
Replay Theater
YouTube
Twitter
United States
United States
Active Phonon player from the Midwest. VERY strong defense and very hard to open up. Currently Rank 1 Phonon on PC.
UNI Color Phonon 1.png
Garmfield
Twitch
Replay Theater
Twitter
Canada
Canada
Active Streams often on Twitch, one of the best UNI players in NA. Mains Hyde in tournament, but plays Phonon alongside a bunch of other characters on stream. Rank 2 Phonon on PC currently.
UNI Color Phonon 1.png
Kapibara (カピバラ)
YouTube
Replay Theater
Twitter
Japan
Japan
Active Streams to YouTube almost every day. Entering EVO Japan. Uses a custom color.
UNI Color Phonon 13.png
LuFL
Replay Theater
Twitch
Twitter
United States
United States
Active New York Phonon known for utilizing risky mix-ups and air setups. Extremely active in tournaments with VODs available from most majors.
UNI Color Phonon 16.png
Rippu
Replay Theater
YouTube
Twitter
Japan
Japan
Active Strongest Phonon player in Japan known for labwork and combo optimization. Fantastic combos and quick reactions on defense, plays to speed with Japan's top end. Streams netplay, labbing, and local tournaments to YouTube fairly often. Posts labwork and combo optimization to Twitter. Author of the Japanese Phonon wiki and general community / tournament organizer. Currently Rank 1 Phonon on Console.
UNI Color Phonon 39.png
Silent
Replay Theater
Twitch
Set playlist
Twitter
YouTube
United States
United States
Active Strongest Phonon player in North America by a large margin. Numerous major Top 8s, netplay bracket wins, and regional wins. Great fundamentals and offensive structure, plays aggressively and pushes for harder optimal combos. Streams on Twitch often and posts labwork and combo optimization to Twitter. First player in the world to hit S+1 (max rank) on netplay.
  • start.gg Aliases: rudolf ushiromiya, Jack Ingof
  • Steam Aliases: rudolf ushiromiya
UNI Color Phonon 37.png
Disco
Twitter
Twitch
United States
United States
Semi-active Phonon player from the East Coast. Very good at utilizing Phonon's tools in neutral. Mostly plays netplay, no current version VODs available.
UNI Color Phonon 1.png
LTP
Twitter
YouTube
United States
United States
Semi-active Lab monster. Responsible for making lots of resources and tech videos for Phonon in all versions. Very knowledgeable of UNI in general. Currently plays both Tsurugi and Phonon.
UNI Color Phonon 1.png
Sato Len (さとりん)
Replay Theater
Twitter
Japan
Japan
Inactive Netplay Phonon from Japan new to UNI2. High rank on both PC and Console, has been seen entering netplay tournaments and Matching Night. Uses a custom color.

Colors

001 Snake Keeper
002 Purple Pain
003 Emerald Seaserpent
004 Sugar Lightning
005 Rosaceous Naga
006 Green Thorn
007 Navy Lindworm
008 Aiatar's Forest
009 Fafnir Rouge
010 Goddess Underworld
011 Twilight Nidhoggur
012 Cutie Quetzalcoatl
013 Lahamu Cherry
014 Lamia Amethyst
015 Ladon Brown
016 Wish of Melusine
017 Brilliant Leviathan
018 Egger Aitvaras
019 Kukulkan Green
020 Sunburned Itzama
021 Tiny Midgard
022 Hydra Swamp
023 Punane Pisuhand
024 Blame Vouivre
025 Azzurro Amphisbaena
026 Blessed Itzanma
027 Ouroboros Hue
028 Red Castle
029 Coatlicue Harvest
030 Hoydenish Breeze
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
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