Under Night In-Birth/UNI2/Seth/Combos

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Recommended to watch SploogieMcNoodle's BnB video for UNI2 until the wiki is updated: https://www.youtube.com/watch?v=BX11xpOxUiY

Notation

Seth's combos involve a lot of side switches, quick inputs and have various ways to input the same combos. As you come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset as well as other common ways of notating it.

  • Corner Carry
  • j.22~6x: Commonly mentioned as Fastfall Kick, Fastfall~6X, FF Kick or simply FFK; j.2A+B~6X.
  • j.214A: A Dive
  • 214x~B: B Blink, 214[B].
    • 214x~B side-switch: 214x~4B, 21[4B].
  • 214x~C: C Blink, 214[C]
    • 214x~C side-switch: 214x~4C, 21[4C].
  • 236x or simply x Orb e.g. 236b = B Orb
    • j.236X: j.X Orb
  • 632146X: 6246X, X Grab, X Command Grab, x Cmd Grab, or EX Cmd Grab for 632146C.

UNI2 Update

Seth gets 3 new moves in the UNI2 update, excluding the new mid-combo A+B "Steer Ender," as referred to by Kamone in a UNI2 stream.

  • 2B+C: 2FF or simply fat orb
  • j.B+C: j.FF or air fat orb
  • 66B+C: 66FF

New force function moves in combos:

  • 66B(1) > 2FF > tk j623A can be used in most combos instead of 66B(1) > 214X~B > j623A for a substantial amount of extra damage in exchange for GRD (does not work for non CH assault starters).
  • jFF can be added after 632146B, although the damage increase is very minimal.

Combos

Start Here

Combo Damage Cost Meter Gain Location
  • Slight variation of mission 4-1, a UNIst BNB, still very important to learn due to the fact you can convert into it from most anything.
  • Vanilla 4-1 is not used primarily because the j.6c ender gives worse knockdown, and thus worse oki than a grounded 6C.
  • 2A > 2A > 2B can be replaced with most ground strings, whereas 5CC can be replaced with any C normal.
  • The combo part starting from j.22~6x can be used to confirm almost every hit into a knockdown with an orb set.
  • Can be easily altered to cover different needs during a match (Vorpal Strip, EX ender, CVO, etc).
  • The CL-R bnb.
  • The main reason the previous combo is more reliable than this one is due to j.623B having one time use hitstun proration.
  • This combo however, does work on slightly worse prorated starters in general (think 2A2A2A2A).
  • You wanna make sure you input j.623B as low to the ground as possible (TK highly recommended)
  • Advice on the entire last sequence will be posted in the resource links at the end of the doc :)
  • The combo recommended to learn and master. Works on every starter
  • 5C can be replaced with 2B/5B or omitted altogether with 2C instead of 2C(1).
  • 623B can be omitted to make the combo slightly easier.
  • UNI2 version of the above combo. Works on every starter except for non counter hit/GRD break assault starters.
  • As this combo uses 2FF, it's vital to realize when the damage increase is not worth the GRD cost.

Starter Specific Combos

  • 5A starters can be replaced with 2A
  • 5B starters can be replaced with 2B

A Starters

Combo Damage Cost Meter Gain Location
  • Works on almost every starter and does very high damage. Essential combo.
  • Can work with two 2As.
  • Useful for if you confirmed into 5CC in the corner.
  • 5A anti air starter.
  • Can do 214X~C > 6C instead of 623b > etc in order to avoid sending the opponent mid screen.

B Starters

Combo Damage Cost Meter Gain Location
  • 5B > 5CC confirm.
  • 5B > 5CC confirm in the corner.
  • Corner carry route.
  • 66B route.
  • If 623B puts you too far away for 5C, do the 5B > 5CC confirm instead.

C Starters

Combo Damage Cost Meter Gain Location
  • Corner carry route
  • This route does significantly less when not using 2FF, thus only the 2FF version is included.
  • 5CC > 623B confirm in the corner.
  • 5CC > 214X~B confirm in the corner.
  • 5CC > 214X~B confirm midscreen.
  • 5CC Route that does slightly more damage than the other 5CC route that utilizes 2FF.
  • Oki is a bit mediocre with this ender, thus its recommended to use meter via j6C > j214A > Axe Kick > 623C.
  • Replace 236B with 236A in the corner.
  • You want the opponent as close to the ground as possible after 66B(1) which is possible by delaying your 623Xs or your 66B(1).
  • The jC should be done as quick as possible.
  • 66C Starter Midscreen

Assault Starters

Combo Damage Cost Meter Gain Location
  • CH assault jC route. Also works on GRD break.
  • CH assault jC route (metered version). Also works on GRD break.

Special Starters

Combo Damage Cost Meter Gain Location
  • Orb Starter.
  • Can also do 2C(1) > 5C if you don't want to time 5C with the crumple.
  • CLR 623B Starter.
  • UNI2 623B Starter.
  • j214A starter midscreen.
  • j214A > 623A confirm.
  • j214A > 214X~B confirm midscreen.
  • CH 623A starter without chain shift.
  • Can only be done at some spacings or if the opponent delay techs. Should auto pilot into 2A whenever 623A connects.
  • j214B starter.
  • Requires vorpal in order to use chain shift.

Metered Enders

Combo Damage Cost Meter Gain Location
  • Works on essentially everything other than orb starters/orb hitting mid combo. If orb starter/orb hits mid combo, omit the j66.
  • Does slightly more damage but only works if combo isn't heavily prorated.
  • Useful for when you're unsure if FFK will cross up in the corner or not.
  • Also useful for when you're down a ground/wall bounce (omit Axe Kick in this case).
  • Uses the new 5AB move to very slightly increase damage when going into IW.
  • 5AB will side-swap you unless the opponent is in the corner after 3C.