Under Night In-Birth/UNI2/Phonon/Combos

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Under Construction

This page is currently in the process of being updated for UNI 2. All combos listed should still be relevant in UNI 2 however.

Current roadmap for page updates:

• Finish porting over the rest of the combos from Aria's UNI2 combo spreadsheet. Update damage values and meter gain for UNI2.
• Add Starter Combo damage and meter gain values to the tables once the video is finished. Include timestamped links to the video examples of the combos.
• Add a DP punish to Bread and Butter Combos
• Add new UNI2 combos. Check #UNI2_PH, Aria's combo spreadsheet, and Rippu's JP Phonon Wiki
  ○ Move twitter videos to YouTube for posterity. Move timestamped livestream clips to separate videos

If you would like to help with any of the above, consider joining as an editor to help expand this page.

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.

Phonon specific notation: (i) denotes install buffed specials such as 623B(i)

Getting Started

Starter Combo

Combo Location
Video is in the process of being updated.

For new players, it's recommended to learn how to route any starter into a BnB first, instead of memorizing the optimal off of every starter.

Combos in UNI are like building blocks with the following structure:

  • Starter > Stabilizer > Combo filler > Ender
    • Starter - The starter determines base proration of the combo. Weaker starters like 5A/2A have high base proration compared to stronger starters like 5C/2C. See "Proration" notes below.
    • Stabilizer - Stabilizers are moves that affect positioning, and make combo execution afterwards consistent. The key stabilizer in this starter combo is j.2[B]. After routing into the stabilizer, the rest of the combo has identical execution.
    • Combo filler - Moves added to the middle of a combo to add damage before the ender. Length of filler depends on proration. Make sure to avoid SMP (notes on that below). Mission Mode contains good examples of combo filler.
    • Ender - The final building block of the combo. Notes on all of Phonon's enders can be seen below, but in general, enders can be swapped in and out for different conditions.

and all combos must follow the same 2 universal rules:

  1. Proration - Proration determines when opponents can tech out of combos, and is the most important thing to pay attention to every time you get a hit. Starter determines the base proration of the route and largely how long of a combo you can get, and Same Move Proration does exactly as the name suggests. Avoid using the same move twice in the same combo when possible, and pay attention to what hit you started the combo with.
  2. Bounce Limit - 2 Ground/Wall bounces are allowed in any given combo. This Starter Combo only uses 2 at most (One from the j.2[B] slam, and sometimes one from the 2C 236[B] link), so you don't need to worry the bounce limit in this case.

With all of the knowledge above, here are some examples of ways to route the Starter Combo from different starters and conditions:

Combo Location

Metered pickup off 3C 236B blockstring. As noted above, once the stabilizer hits, the combo is the exact same afterwards. For 5[C] dropping in the corner, see the combo below:

To prevent 5[C] from dropping in the corner, cancel 5C after the first hit.

Example of Same Move Proration affecting the combo. If you were to j.C again, the combo would drop from Same Move Proration, so make sure to switch the second j.C to a j.B to avoid SMP. Works in the corner with notes in combo 2.

Example of adjusting routing into the stabilizer. j.C j.2[B] would whiff from this range, so we can use 4B to pull opponents back in. 4B prorates the combo harder, but 5BB is a strong enough starter to still get the rest of the combo.

Great example of 4B proration. The 5[C] in the starter combo would drop here because of the 4B proration combined with a 2A starter, so we have to use weaker combo filler after the stabilizer to prevent dropping.

Assault j.A CS pickup. Example of swapping one standard meterless ender out for another with 6FF~B. Works in the corner with the notes in combo 2.

Combo Theory

Phonon has access to lots of fantastic stabilizers, so it's easy to convert any hit into a full combo.

[ST] to [cl-r]

In UNICLR, proration and damage value of 4B was nerfed heavily, so omitting it from combos usually increases their damage. This change along with her new moves were what defined UNICLR specific combos. Full patch notes and [ST] to [cl-r] combo changes can be found here on the UNICLR wiki.

UNI 2

In UNI2, 22B+C Install and her new j.[B] are the largest changes to her routing. Removal of Vorpal stripping also made some CL-R/ST routes unnecessary.

22B+C Install opens up a lot of new paths in her routing, as there are new varying optimals off of:

  1. Cancelling into Install (ex: 623B 22B+C)
  2. Getting a hit with a normal while in Install
  3. Getting a hit with an Install buffed special

Notable pickups off #1:

  • 623B 22BC - j.[C] or j.[B] j.3[C].
  • 6FF(2) 22BC - +9 if timed correctly, 2C is possible, but 2B is safer

Strong combo filler with #2:

  • 5[C] 22A j.236B(i). Example. Works off everything, does loads of damage, and is really easy
  • 66C 22B j.236B(i). Great damage corner carry combo filler.
  • 66C 623B(i) 22A j236A Another great corner carry option
  • 214AA 623B(i) High damage pickup off an early 214AA, easy to combo out of.
  • corner 5C 236[B] 623B(i) 22B j236A j[C] ... Saving a bounce in the corner. Utilizes massive untech time on 623B(i)

Situation #3 is fairly straightforward. All install specials have greatly increased untech time, which makes pickups lenient and opens up some new meterless pickup options.

  • Example: 4B 3C 623B(i) blockstring, 623B(i) hitting can easily be combo'd into j.[C] or j.[B] on reaction.

Launchers

Move Usage notes
5BB
5C
2C
4B Both a launcher and a stabilizer, very useful pickup tool. Prorates combos heavily, so omit when possible.
j.[B] Launches grounded opponents, picks up into j.3[C] air combo filler easily.
6FF~A Both a launcher and a stabilizer, very easy to combo with, but costs GRD to use and prorates combos heavily.
66B
214BB
623x
j.236x

Stabilizers

Move Usage notes
4B Both a launcher and a stabilizer, this move is extremely useful as an all purpose pickup tool. This move heavily prorates combos however, so it's best to avoid using it in combos if possible.
6FF Often used in blockstrings, 6FF is super easy to combo out of when it hits. Keeps opponents stationary and can be vacuum launched with 6FF~A or knockdown carried with 6FF~B. 6FF(2) 236x and 6FF~C also sees some niche uses in combos.
j.2[B] Staple tool in aerial combo filler, slams the opponent into the ground for extremely consistent followups.
j.[B] Reaches a lower angle than j.[C] and picks up super easy with j.3[C].
j.[C] Staple combo tool, stalls Phonon in the air to make long range pickups like fullscreen 236C 66 9j.[C] possible.
j.3[C] Like j.[C], but accelerates Phonon forward on neutral and back jump. Increases fallspeed, so landing options change on whiff.
236[A] Like 236[B], but slower.
236[B] Very common combo filler. Sticks opponents in place for long enough to extend combos.
236C Very fast startup, travel speed, long hitstun, and EX cancel availability makes this a go-to metered pickup tool. Useful for awkward hits such as rising j.A, max range j.[C], and max range 3C 236B.

Enders

Combo Cost Location

Standard meterless ender. Hard knockdown, but not plus enough to meaty after midscreen without spending meter.

To use meter after any of the standard enders:

  • Add 623C for extra damage and tons of untech time. Highest damage 100 meter ender, fantastic knockdown.
  • Add 214C to stall for cycle, while also providing extra damage and a better knockdown. Can also be used to stall for CS -> Meter conversion at the end of a round, as most of the damage is in the final explosion.
  • Add IW for tons of damage at the cost of 200 meter. IW does so much damage that it's often worth saving meter just to use it, and Vorpal IW often does more damage than CVO meter dumps.
  • Add CVO to meter dump. IW > 623C IW > 236C 623C IW depending on how much meter you have.

Standard meterless ender. Better knockdown and corner carry than 214AA, but costs GRD to use. Best used when the vorpal cycle is secured.

  • Costs 1 GRD normally, 0.5 GRD in Vorpal.

Standard resourceless ender that offers a better knockdown than 214AA, but much worse damage.

Standard meterless ender for combos that prorate too much. Opponent can air tech, so be careful when using this without meter. 623C often used after for a hard knockdown.

Universal "Steer Ender" added in UNI 2. Never drops, even when the combo is fully prorated.

  • Worse damage than her standard meterless enders, only cancels into IW or CS.
  • Costs 1 GRD if used after a long combo, gains 1 GRD if used at the beginning.
  • Mainly used in the meter stall below:

Ender that timestalls for Chainshift's GRD -> Meter conversion. Useful for ending in IW when you don't have enough meter, as it does more damage than CVO IW.

  • Can also do 6FF~C 5AB, but it ends in lower damage from proration.
  • Example

Note that neutral CS converts more GRD into meter than recovery-cancelled CS does.

CS -> Meter conversion chart:

  • P1 neutral P2 neutral: 20 per block
  • P1 neutral P2 in hit/blockstun: 16 per block
  • P1 CS hit cancelling P2 in hit/blockstun: 12 per block
  • P1 whiff cancelling: 8 per block

Neutral CS setups for extra meter conversion:

  • 236[B] Neutral CS 6FF Example
  • Corner 66C Neutral CS FF Example
  • Install [FF] 623B(i) Neutral CS 66C Example

Easy IWEX ender that can be routed from anything.

Common corner ender that can be used off any bigger starter. Use 214BB when the combo is too prorated.

  • Needs a ground bounce available for the 22B to work.
  • After 22B, j.236A 9j.[C] is a common reset used against autopilot airtechers (Example 1, Example 2). Looks like a dropped combo, but sets up a safejump j.A if timed right. Assault can be used to stall landing, and assault j.4B can be used to steal the corner.

Easy IWEX ender that can be routed from anything.

Extremely niche. Timewaster combo ender. With Celestial and full resources, the ender alone takes 20 seconds. Example

Corner carry ender. Lower damage than others.

  • The second 66C can be replaced with 2C for slightly more damage.
  • 6FF~B standard ender extends corner carry even further.

Sideswitch ender off bigger starters like 2C or 5C. Costs GRD to use.

Corner ender that can be used off any starter.

CS VO ender, very advanced. More damage than CVO and IW enders, but requires Vorpal and is significantly harder.

Launchers:

  • 214BB is the most commonly used launcher.
  • 5BB 623A can be used when 214BB was used earlier in the combo. Example
  • dl j.236A 623B can be used as a launcher from 66C 22B ender.

Notes:

  • 623A IW is useful if you run out of fireball uses for 236C IW.
  • Execution tip: Try timing the chainshift right as the explosion spark on 623C appears, but before the audio cue for it plays. See an example:
  • Example 1, Example 2

Very advanced neutral CS meter smuggling ender that works extremely late into a combo. Can be used to route into IW with 3 GRD blocks on a meter building Install cancelled starter.

Bread and Butter Combos

The combos in this section are chosen to help new players practice and learn Phonon 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.

Ender is assumed to be 214AA for damage numbers, but other enders seen in the Enders section can be used instead.

Combo Damage Cost Meter Gain Location

If you only want to learn one combo, this is the one. Simple route full of combo filler that can be adapted to work off of any starter. Close to optimal damage off 5A/2A starters. Damage listed is for 2A starter.

  • See the Starter Combo section of this wiki page for more notes and ways to link any starter into this route.
  • Requires a slight delay between 3C and 2C. However, this window is quite generous; just don't rush it.
  • Example

Staple midscreen combo route for strong starters such as 5BB, 2C, 5C, 4B, etc. The [ST] optimal, good damage and very stable. Introduces 66C 623b routing. Damage listed is for 5BB starter.

  • Mission mode 5-4.
  • Key stabilizer is j.2[B]. 4B lowers damage, so it should be ommitted when possible. Example starters that can be routed into this combo without 4B:
    • Close 5BB 9j.C j.2[B] [xx]
    • 66B j.236A j.C j.2[B] [xx]
    • j.[C] j.2[B] [xx]
    • j.[B] j.3[C] j.2[B] [xx]
  • Requires a deeper dash than usual for the dash 5[C] after 236[B].
  • Slight delay before 2C will help with prorated combos.
  • Example

Corner variation of the [ST] midscreen optimal above.

  • 5[C] is optional, can be difficult depending on the starter.
  • Jump direction will depend how close you are to the corner, and to them; backjump if you’re fully in the corner, neutral jump if there’s some distance.
  • Example

The [cl-r] midscreen optimal. Advanced variation of the above combo. More strict on spacing and execution requirements, but it gives a solid damage increase overall. Worth learning off 5C starter or better.

  • Fairly reliable on 5B starters and above, but can sideswitch at some ranges, and won’t work on max-range 5B/5BB.
  • Delaying j2[B] very slightly can help prevent the sideswitch, and also allows you to hit j2[B] from a bit further away.
  • 4B is a reliable launcher and will work at all distances, but generally costs damage. Don’t do 5BB 4B or the route will almost definitely drop (it’s possible to do, but it’s too hard to be consistent).
  • 5C 4B or 5B 4B will work OK. You need to make sure the route only has 1 j[C] (at the end) or it will almost certainly drop though.
  • Example

Corner variation of the [cl-r] midscreen optimal. Works off any button, omit parts in (parenthesis) on weaker starters.

Stable sideswitch route often used after mashing out in the corner. Damage is listed off a 2A starter. Works on heavily prorated starters such as 2a (x3), very generous.

  • Height is key to hitting the sideswitch. 2C is used as the launcher, which raises just enough for 9j.[C] to push Phonon past her opponent. To route this off 5BB (a stronger launcher), try the following:
    • 5BB 3C dl 4B [xx]
  • Example

Simple combo introducing 66C 236[A] ender for corner carry.

  • 6FF~B ender is very useful here for extended corner carry with a good knockdown. See Enders for notes.
  • Example

623B Install corner carry route. Extremely strong confirm off of a very common roundstart. Crazy damage, ends with install still active on a +18 knockdown. Input 236B immediately after the 22B.

  • Counter Hit damage: 4034 (4426)
  • Example

DP Punish

FAQ

How do I do j[C] in combos?

The timing is a little tricky to get used to at first. If you're jumping and no button comes out, start holding C later. If j[C] comes out but doesn't combo, start holding C earlier instead. j[C] is used in almost every combo, so it’s well worth getting used to using it; it’ll quickly become second nature.


How do I do 66C dl 623B 66B(1)/jB?

Time it so that the opponent flies into the active pillar. Too early and they'll fly past, too late and you'll either get less pillar hits, or they can tech out before you can combo into 66b. Make sure they're flying into the pillar.

Here's a clip of the timing for the link. Note that if you're practicing it in a vacuum, the distance you hit 66C at will affect the timing.

If you’re having trouble with the initial 66C, input it just before Phonon touches the ground; if you wait until after you’ve landed to do the input, it likely won’t come out in time.


How do I do 66B(1) 236[B] 66 5[C]?

  • If you’re getting 66C, make sure your pad/stick is in neutral before you press C.
  • If they’re dropping out of 5[C], dash in farther/delay your 5[C] a little bit more.
  • If you’re seriously having trouble, you can omit the 5[C] and just do 236[B] 3C 2C 214X, though you’ll lose some damage.


What does TK mean? (TKA, TKB, TKC, TK j236x)

236x with a Tiger Knee input (2369x) gives minimum height j.236x. You can input this any way you like, as long as you fireball immediately after jumping (e.g. 8236x or 2368x can both work, if done quickly enough.)

Turn on input display if you're having trouble;

If you’re getting a rising j.X instead of a fireball:

  • You may be pressing X too early (e.g. input as 23x69)
  • You may be taking too long to do the 236 motion
  • The motion may be incomplete (e.g. you do 239x).

If you get a grounded fireball:

  • You're probably pressing X too early. (e.g. you input 236x9)
  • You may be missing the jump portion of the motion (e.g. you just input 236x)

TK fireballs can be useful for pressure as well as combos, so while they may seem intimidating at first, it’s definitely a skill worth learning.


How do I do 66B(1) 236[B] TKj236B j22B j3[C] j2[B]?

This can be a little tricky off some starters, but the main issues are this;

  • If they’re dropping out of j22B, delay j236B a little or input j22B as soon as possible after the fireball motion.
  • If they’re not getting hit by j2[B], cancel into j3[C] earlier; you need to cancel into it as soon as possible or they’ll drop out.
  • If they hit the floor before the j236B connects, you may need to tighten up your timing on 236[B] or 66B.


How do I do j236A 66B(1) 236[B]?

You need to do the j236A quite close to the ground; but the main trick for consistency is to delay the 66B, don’t buffer it immediately on landing. If you can hit with the second hit of 66B but not the first, you’re inputting 66B too early.


I can’t get 66C 22B to hit in the corner!

Pay attention to the bounce count; you're limited to 2 ground/wall bounces in any combo (they can tech out of the 3rd), and 66C 22B requires a bounce to work. If they’re touching the ground somewhere unexpectedly in your combo, you’ll have to use another ender. There’s a little bit of screenshake if they touch the ground mid-combo, but it’s very subtle.


How do I CS VO?

Save/load states in Training Mode are especially helpful for this.

Effectively, you need to time your CS to cancel 623C just as the final hit (the explosion) starts, buffer VO out of CS, then 214A immediately after VO recovers. The CS window is not that tight, but it takes some getting used to.

If they air tech out before hitting the floor, the route is too prorated to use CS VO; generally it will work with any route on CH. On non-CH, you may need to omit a button to make it reliable.

If they hit the ground before the 214A connects, you may need to CS earlier or ensure you’re doing 214A as soon as possible after VO.

If they just blast off into the sky and the final explosion doesn’t happen, you need to CS later.

The rest is just a matter of getting clean execution on all the motions.

Futher notes on this are in the Enders section, and examples of it being done can be seen here and here.


I keep side-switching through them after 66C 214A!

Delay the 214A slightly and this should stop happening. Or do 66B(1) 214A.


I keep side-switching unintentionally after rising j2[B]!

This can be awkward to prevent, depending on the route.

It’s usually distance dependent; if you’re very close to them, you may need to add jB as a buffer or delay the j2[B] more, but it depends on the route and the spacing you’re at. If they’re inside 5A range when you first hit them, then the sideswap is almost impossible to prevent. (unless they’re right on top of you, in which case you can neutral jump j2[B]) Otherwise, you can usually stay same-side with the right j2[B] timing.


I last played Phonon in [ST], what’s changed?

For a list of changes from [ST] to [cl-r], see this section of the UNICLR combo wiki.

For [cl-r] to UNI 2 changes, check the Combo Theory section

Combos

The Combo Doc. Many advanced routes are included in this section. If you want starting combos, see the Bread and Butter Combos section above to find routes suitable for beginners to Phonon.

Generic Ender marker is considered 214AA for damage numbers. See the Enders section for other options.

If you have any combos or notes you would like to add to this list, consider joining as an editor to help expand the page.

A Starters

2A

Any combo with a 2A starter works with 5A as well.

Combo Damage Cost Meter Gain Location

Starter Combo off of 2A/5A. In the corner, cancel 5C after the first hit.

Most recommended route to learn for highly prorated 2A starters. Most meter gain and biggest damage (without using force function). Utilizes the 5[C] 3C 236[B] filler which is important to learn. Example

Most damaging route from a highly prorated starter. Uses a block of GRD because 5FF is used in the route. Only recommended when in vorpal. Utilizes the 5FF(1) 22a dl j.236a filler which is important for anti-air confirms. Getting the 3C can be hard at times so going straight into the 214AA Ender is recommended. Example

Route off a single 2A. Omit the delayed 5B and just do 3C 214AA Ender for consistency. Example

Best route off a 2A starter when it comes to damage and meter gain. Can only be done at close range. HIGHLY recommended if you are trying to optimize your routing. Usually used for 2A punishes rather than mashout situations. Example

Standard corner route off a highly prorated 2A starter. Utilizes the 66C 66B(1) 236[B] filler in the corner, which is important to learn. Recommended for beginners. Example

2A corner optimal. Example

Stable route for corner carry

Close hit only

Far hit only.

Corner 5A/2A route

2AA mash corner route

5A

Combo Damage Cost Meter Gain Location

Starter Combo off of 2A/5A. In the corner, cancel 5C after the first hit.

Easy 5A 5C hit confirm route. Example

High damaging route off a 5A starter that doesn't use force function. Only works in close range. Example

Optimized 5A starter route. Utilizes 5FF which costs a block of GRD. Only recommended when in vorpal. Close range only. Example

Example of omitting 4B in order to push damage. Example

[cl-r] corner routing.

  • This can even work on 2A! The ender (in brackets, done after 22B) depends on your starter, the bigger the button, the longer you can keep the combo going afterwards.
  • If you’re a little bit away from them they may OTG between 3C and TK fireball. Up close, the 3C makes the route more stable.
  • You can omit the 3C to avoid the OTG if you’re about a 2A width away from them. End with 5B 2C 236[B] 66B(1) 214XX instead of 66C 22B if you notice them hitting the floor.
  • Example

Close hit only

Close hit only

Damage route but bleeds GRD, do 8j2[B] if they're close, otherwise you'll cross yourself up.

close 5A corner combo

B Starters

2B

Combo Damage Cost Meter Gain Location

Starter Combo off of 2B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

2B 5C hitconfirm route. Check if the Starter Combo routing is more damage. Example

Close range TK fireball confirm. Utilizes the 66C dl 623B filler which is the most important part of Phonon's combo game. Example

Slight optimization of the above route. Close range only. Example

Counterhit only. At farther ranges, do 9j.2[B] instead. Example

Close hit 2B midscreen optimal

Far hit 2B optimal

Highly recommended route to learn. Good damage and meter gain. Example

Close range 2B corner routing. Utilizes j.236B j.22B j.3[C] combo filler which is new in CLR. Example

Routing that utilizes 214BB, which is an optimization used at high level. Highly recommend this route if you want to push damage. Example

BIG damage route. Very hard to do. Only do if you want to style on the opponent. Close range only. Example

Close 2B corner optimal

5BB

Combo Damage Cost Meter Gain Location

Starter Combo off of 2B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

The [ST] bread and butter. Example

Very important route to learn when learning her combos. Uses j.22A in the combo which was new in CLR. Example

TK fireball routing. Can only be done at close range. Example

Optimized TK fireball routing. Can only be done at close range. Example

Close 5BB optimal. [cl-r] route with j.[B] added for stability. Works close-mid range. Example, from cl-r so jB IC is ommitted

Very simple corner route. Recommended for beginners. Example

Slightly more damaging variation of the above route. Example

Corner route that uses j.236a filler for more damage. Example

This route is highly advised to learn. Learning the spacing for when you can go for this route is crucial for optimizing damage. Unlike the midscreen variation, you don't have to delay the 623B. Example

B rekka routing. Use if you wanna push damage. Example

B rekka routing. More damaging variation and better meter gain. Use if you wanna push damage. Example

Max damage 5BB corner route. Need to be close range for this route. Example

5BB corner max damage

4B

4B in particular is the normal that is most affected by distance proration in Phonon's kit, so the damage values and meter will vary depending on the ranges you hit the combo. Damage/meter values are from roughly roundstart distance: CH values indicate damage without distance proration.

Combo Damage Cost Meter Gain Location

Starter Combo off of 4B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Rebeating 4b with 2a (or 5a) is very common when running offense with Phonon. When 4b hits and you still rebeat, there is still enough untech time for her to combo 5a afterwards. This is a route that should be learned for this specific situation. Example

More damaging rebeat confirm from midscreen. Example

5B 214BB ender can be used to avoid SMP for extra damage.

4B 5C(1) midscreen pickup. Input it as 4B 9C so you get jump cancel jC on hit but 5C on block (can't jump cancel on block)

Basic 4b combo route. Highly recommended to learn. Example

4b route that uses TK fireball routing. Input it as 4B 9C so you get jump cancel jC on hit but 5C on block (can't jump cancel on block). Example

4b route that uses the 4B 8A 236B hit OS. Example

Max damage 4b midscreen route. Can be hit OSed using 4B 9C, giving j.C on hit but 5C on block. Uses TK fireball routing. Example

4B 8A236A hitconfirm OS (you get 5A rebeat on block), very finnicky at closer ranges/air hit

Close hit 4B corner combo

Far hit 4B 5C(1) combo

Basic corner confirm. Recommended for beginners. Example

More damaging confirm in the corner. Example

Route off the 4B 8A 236B hit OS. Uses GRD. Can do 3C instead of 2C in the corner for slightly more damage Example

Corner rebeat confirm

Basic rebeat confirm in the corner. Example

More damaging corner confirm from a rebeat. Example

C Starters

2C

Combo Damage Cost Meter Gain Location

Starter Combo off of 2C. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Notice how this combo is used alot? This is a very important combo to learn, especially off of bigger starters. Make learning this route a priority as it will be used a majority of the time. Example.

Combo that utilizes the 2C 8A 236B option select. This OS is important to learn because it allows the player to stay safe when 2C is blocked and get a confirm when 2C isn't blocked. Good damage as well. Example.

CLR routing that uses j.22A routing in the combo. Good damage. Example.

Optimized variation of the above combo. Really good meter gain as well. Example.

A common situation with Phonon is scoring a counterhit when rebeating a normal. There is more untech time when someone gets counterhit, so learning this pickup is important. Utilizes her staple combo. Example.

Optimized pickup after getting a counterhit from a normal that was rebeated on block. Close range only. Utilizes j.3[C] routing. Example.

Optimized CH 2C rebeat confirm.

Long ranged combo after getting a counterhit from a normal that was rebeated on block. Very high meter gain as well. Example.

Very simple corner route. Recommended for beginners. Example.

Slightly more damaging variation of the above route. Worse meter gain though. Example.

Most damaging variation of the above route. Better meter gain as well. Example.

Example of omitting 4B in a combo for more damage. Walking back before doing 5[C] is important if you are too close to the corner, as 3C will whiff at certain distances. Very high meter gain. Example.

High damage corner routing. Utilizes B rekka. Close range only. Example.

Corner pickup off a counterhit 2C that was rebeated on block. Introduces staircase routing (j.2[B] j.B j.236A) which allows for the combo to save an OTG. This is also used in 6FF~B routing as well. High meter gain. Example.

Optimized corner pickup off a counterhit 2C that was rebeated on block. Introduces B pillar corner routing, which is where Phonon gets her most damaging combos. The 2B after 623B and the 2C after 214BB are both links. Very advanced combo but very rewarding. Close range only. Example.

Corner route that utilizes the 2C 8A 236B option select. Uses a block of GRD, so be cognitive of the vorpal cycle when using this combo. Example.

5C

Combo Damage Cost Meter Gain Location

Starter Combo off of 5C. In the corner, cancel the second 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Basic 5C combo. Prioritize learning this basic combo route.Example

Slightly more damaging variation of the above route. Example

Another variation of the midscreen route. Example

TK fireball route. Highly recommended when pushing damage. Example

Example of omitting 4b in a combo to push damage. When point blank, do 8j.2[b] instead of 9j.2[b]. Example

Basic corner combo. Can do dash 5B to make the combo easier. Example

Slightly more damaging variation. Example

Corner route that uses 66c 623b filler. Example

B rekka combo corner routing. Example

High damage route. Close range only. Unlike the combo above, the 214b is a link, not a cancel. When doing 5A 5BB, there is two important aspects to the combo. First, immediately do 5B after the 5A hits. Second, delay the second hit of 5BB to get the pickup. Example

Max damage corner route off of 5C. VERY HARD combo to do. Worth practicing if the confidence in execution is there. Example

5[C]

5[C] is a normal where the 2nd hit will only combo during a counter hit state. 5[C] routes are mainly used for max damage punishes, mainly DP or super punishes.

Combo Damage Cost Meter Gain Location

Easy 5[C] punish combo. The 66C after counter hit 5[C] is a link. It is hard at first, but it isvery important when optimizing this character. Example

More damage than above route. Uses j.22a CLR routing. Example

Slightly more damaging variation of the above combo with less meter gain. Example

Highly recommend learning this combo. The most reliable combo when it comes to damage and execution. Utilizes TK j.236B routing. Example

Optimal midscreen combo. Very hard combo to do because of the microdash 2C TK j.236b filler. Be careful attempting this because if you mess up the microdash 2C, you can end up getting 3C on accident, which can lead to Phonon getting punished. Example

5[C] corner route. Good meter gain. Example

B rekka corner route. Highly recommend learning this route because the difficulty is low while having very good reward. Lowest meter gain out of the corner routes so keep that in mind. Example

Max damage and max meter gain. Very hard combo route. Doesn't work on wald, yuzu, seth, or vatista (lmao). Example

CH 5[C] max damage. Can add 5B 214BB ender

UNI2 5[C] combo optimization? Check damage. Can add 5B 214BB ender

3C

Combo Damage Cost Meter Gain Location

Starter Combo off of max range 3C. 236C hit confirms off the usual 3C 236B frame trap. Make sure to run before the 9j.[C] to hit from max range. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Slightly more optimized route off max range 3C.

Damage will vary greatly depending on the amount of 6FF just frames you hit

Dash Normal Starters

66B

Combo Damage Cost Meter Gain Location

Starter Combo off of 66B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

ST midscreen optimal off 66B starter.

  • j[C] can be tricky to connect, depending on how late you cancel into the fireball.
  • You can replace j[C] with forward jump jC and it will pretty much always work, at the cost of a bit of damage.
  • Example
  • 66B(1) 22A is a high-risk high-reward anti-throw-OS pressure tool, but it’s awkward to convert off of without this specific routing.
  • You can do j236B 2C 4B into a standard 5[C] ender if you want an easier route.
  • Example

Corner 66B confirm

66[B]

Combo Damage Cost Meter Gain Location

Starter Combo off of 66[B]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Practice timing the delay j.2[B] so that it's safe on block. Example

66[B] corner combo

66[B] j236B corner routing

66C

Combo Damage Cost Meter Gain Location

Starter Combo off of 66C. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Air Normal Starters

j.A

Combo Damage Cost Meter Gain Location

Starter Combo off of falling j.A. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Starter Combo off of rising j.A. Often seen in upback/upforward j.A Option Selects. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Midscreen optimal off high hit jA jB. Often used after 6D j2B.

Tayston confirm

j.B

Combo Damage Cost Meter Gain Location

Starter Combo off of j.B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.C

Combo Damage Cost Meter Gain Location

Starter Combo off of j.C. Key replacement is j.B instead of j.C after the 5BB, necessary because of Same Move Proration from the j.C starter. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.[C]

Combo Damage Cost Meter Gain Location

Starter Combo off of j.[C]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.3[C]

Combo Damage Cost Meter Gain Location

Starter Combo off of j.3[C]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.4B

Combo Damage Cost Meter Gain Location

Starter Combo off of j.4B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Low j4B route for extra meter gain

j.2B

Combo Damage Cost Meter Gain Location

Tayston confirm

j.2[B]

Combo Damage Cost Meter Gain Location

Assault Starters

6D j.A CS

Combo Damage Cost Meter Gain Location

Starter Combo off of Assault j.A CS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Slight optimization of the route above for the corner. Easier execution than the Mission Mode 5-8 combo for 26 less damage. dl j.B 66C link is tight, but worth practicing.

Example

Seems like an optimized version of the above route, need to test

Midscreen assault jA CS optimal.

Corner assault jA CS optimal. 42 damage over the starter combo.

6D dl. j.B

Combo Damage Cost Meter Gain Location

Starter Combo off of Assault dl.j.B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

6D j.2B

Combo Damage Cost Meter Gain Location

Basic combo off Assault j.2B hitting. j.A crosses up if the j.2B is blocked.

6D j.2[B]

Combo Damage Cost Meter Gain Location

CH damage: 3567

Assault j.2[B] corner confirm

Assault j.2[B] CH corner confirm

This is quite precise, you need to delay 22B a little and then cancel into fireball at the last possible second.

  • You can replace 3C onwards with 66B(1) 236[B] 3C 2C 214AA which is a little easier but costs damage
  • This route will also work on GRD break and becomes much easier, does around 3.4k. It’s hard to get much more out of the starter here...
  • Example

6D j.C

Combo Damage Cost Meter Gain Location

Starter Combo off of Assault j.C. Key change is swapping the 9j.C for j.B to avoid Same Move Proration. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

On GRD break, you can omit the 5A for extra damage if you react fast enough. Example

Corner carry focused route. TK fireball timing is a little precise.

You may need to delay the 66C a little to ensure they’re low enough for 22B to connect. Example

CH only. Unconventional but high-damage route, not too hard either.

  • Delay 66C to ensure the 22B connects properly
  • Does slightly more damage on actual counterhit; GRD breaks don’t negate distance proration.

Example

Can do 66C 22B 214AA if you end close to the corner for 3515

Force Function Starters

FF

Combo Damage Cost Meter Gain Location

Starter Combo off of FF. In the corner, cancel 5C after the first hit.

CLR Note - "Won’t work on Merkava; do a 2C 4B j[C] pickup instead." Example

Max damage but a little trickier.

[FF]

Combo Damage Cost Meter Gain Location

Starter Combo off of [FF]. Final hit [FF] drops in the corner or while cornered.

Easy high damage DP punish midscreen. Example

  • 4998 dmg with vorpal+623C
  • 5880 dmg with vorpal+IW
  • 6452 dmg with CS VO ender Example

[FF] Midscreen Install optimal Example

Need meter to pickup [FF] while cornered. 22BC is good damage and gives install pressure after. Example

6FF

Combo Damage Cost Meter Gain Location

Starter Combo off of 6FF. Can also do the 6FF~B route to pickup instead. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Damage will vary significantly depending on how many just frames you hit

Damage will vary significantly depending on how many just frames you hit

6FF~B

Note that this section is just the B followup hitting, not a general 6FF combo (see above).

Combo Damage Cost Meter Gain Location

Starter Combo off of 6FF~B overhead hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

This route should also work if the 6FF itself hits them, not just the overhead. Example

Like with the j2[B] route, j236A 66B(1) 236[B] is easier but does less damage. Example

623X Starters

623A

Combo Damage Cost Meter Gain Location

Starter Combo off of 623A. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Will work on grounded and airborne opponents, though you may need a CH if they're very high. If they’re super high with no CH, you can only really do 623A 623A 623A... Example

623B

Combo Damage Cost Meter Gain Location

Unconventional starter and route, but this is the max damage corner punish.

  • Doesn't need to be CH, so it will work as a punish for VO
  • There are subtle timing differences for the 5[C] and j236A depending on the character. These mostly get smoothed on out CH; try it on non-CH at your own peril.
  • (CLR NOTE) Enkidu, Gordeau and Merkava are all really hard to hit non-CH with this route. (I’m not sure it’s even possible on Gord on non-CH).
  • (CLR NOTE) Orie, Phonon, Chaos and Nanase and Vat are all pretty tricky, but it’s doable, especially on CH.
  • (CLR NOTE) Vs Linne, Wald, Yuzu and Seth, the route will never work.
  • Example

Easier, slightly more universal corner 623B route, at the cost of 100 damage.

  • Don’t delay the 5[C] too much or they’ll touch the floor and 22B will drop.
  • (CLR NOTE) Still won’t work on Yuzu or Seth, but will work on Linne and Wald.
  • Example

623B 22C max damage. Mostly deprecated in favor of 623B 22BC

Starter Combo off of 623B CS. 623B 22BC can also be used to combo in the same way as 623B CS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

CLR CS CH optimal Example. Aria didn't list CH, so test if that's needed

623B Install corner carry route. Commonly used round start, carries all the way to the corner with Install still active on a +18 knockdown. Input 236B immediately after the 22B.

  • Counter Hit damage: 4034 (4426)
  • Example

214X Starters

214A

Combo Damage Cost Meter Gain Location

Easy corner combo off of 214A CS reversal safe meaty. Great damage for the execution difficulty. Damage is listed for 214AA ender, but 214BB gives slightly more damage. Example

Optimal off of 214A CS reversal safe meaty. Rippu routing. Example

214B

Combo Damage Cost Meter Gain Location

Starter Combo off of 214BB. 22BC can be used in the same place as CS for a metered variant. Meterless pickup is possible in the corner. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

An old-timey FF(1) route. You might remember these from mission mode. Example

Midscreen CS pickup

Midscreen metered pickup. Tighter than 214BB 22BC.

214BB metered pickup. Ends with Install still active Example

236X & j.236X Starters

236A

Combo Damage Cost Meter Gain Location

Starter Combo off of 236A fireball hitting. 22BC can be used in the same place as CS to combo with meter instead of Vorpal. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

236[A]

Combo Damage Cost Meter Gain Location

Starter Combo off of 236[A] fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

236[B]

Combo Damage Cost Meter Gain Location

Starter Combo off of 236[B] fireball hitting. Must omit the usual 236[B] at the end of the combo to avoid Same Move Proration from the starter. In the corner, cancel 5C after the first hit.

236C

Combo Damage Cost Meter Gain Location

Starter Combo off of 236C fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.236A

Combo Damage Cost Meter Gain Location

Starter Combo off of j.236A fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Depending on the distance, you can alternatively pick up with 2C, 5BB or 4B after the fireball, which will all generally lead to more damage. 2B is the most reliable pickup though.

  • 5BB(2) is tight but high damage, 4B is easy but lowers damage by 150ish.
  • Example

j.236B

Combo Damage Cost Meter Gain Location

Starter Combo off of j.236B fireball hitting at ~TK height. 2C, 4B, and 6FF can also be used to pickup off of it, see notes under those sections for the Starter Combo off of those hits. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

Depending on the distance, you can alternatively pick up with 2C, 5BB or 4B after the fireball, which will all generally lead to more damage. 2B is the most reliable pickup though.

  • 5BB(2) is tight but high damage, 4B is easy but lowers damage by 150ish.
  • Example

Starter Combo off of j.236B fireball hitting while Phonon is in the air. j.236C has lots of untech time, great example of using it as a pickup tool. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

TK j236B route

TK j236B route

far hit TK j236B route

j.236C

Combo Damage Cost Meter Gain Location

Starter Combo off of j.236C. j.236C has lots of untech time, great example of using it as a pickup tool. Often used as a starter after shielding with 171AD OS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

22X & j.22X Starters

22A

Combo Damage Cost Meter Gain Location

Starter Combo off of 22A hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

22B

Combo Damage Cost Meter Gain Location

Starter Combo off of 22B hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

22C

Combo Damage Cost Meter Gain Location

Starter Combo off of 22C hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.22A

Combo Damage Cost Meter Gain Location

Starter Combo off of 22A hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j22A pickup into the ST optimal

j.22B

Combo Damage Cost Meter Gain Location

Starter Combo off of j.22B hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

j.22C

Combo Damage Cost Meter Gain Location

Starter Combo off of j.22C hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage.

MISC

CVO Starters

Combo Damage Cost Meter Gain Location

100% CVO route. CVO combos on hit and can be used to frametrap. CVO is + on block grounded, and the invuln can be used to frametrap off punishable situations (ex: 623A CVO, j[B] CVO)

200% CVO route

200% CVO IWEX route

Videos

UNICLR Phonon Trials by Kanjiru. --Full playlist here--

External Links

UNI2 combo spreadsheet from Aria

UNI2 Japanese Wiki combo page from Rippu

UNICLR combo guide from Spacemurine

Unorganized UNICLR combo spreadsheet from Spacemurine


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