Under Night In-Birth/UNI2/Tsurugi/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combo Damage Cost Meter Gain Location

If you get a hit and don’t know how to combo from it do this route it’ll work from any hit except from 66B as you only get 1 66B launch per combo.

66B starter to cover for the generic routing.

Theory

Introduction

This guide walks through basic Tsurugi combo theory and intends to give a solid baseline for combo routing. This is not meant to provide optimal routing for specific starters or to delve deep into the finer points of combo theory. Feel free to contact me (LTP, ltp90) in the Tsurugi channel in the UNI Discord with any questions or feedback.

Meterless Routing

General Theory

Two general combo theory approaches:

  • Starter > Launcher > Air Series > Ender
  • Starter > 236XB > 66B > Ender

Starter: Literally anything

Launchers:

  • 3C
  • 2C > 5C/2B/5B
  • 3C > 2[C]
  • Any of the previous into 623A > 2B/(2C 5C/2B)

Air series:

  • jA > jB > jC
  • jC > jA > jB
  • j2C
  • (corner only) jB > jC > j6C > j2C

Ender: 5B > 236BA > 2C > 236AA

  • Can swap 5B and 2C for a little extra damage, though it is slightly less stable for high proration starters
  • Note that if the starter uses 5B, using 2B in the ender is better as 2B has better SMP. It also floats the opponent higher. May be a required swap for some routing.
  • Can swap the final A followup for a B followup for a little extra damage. Note that the oki is much worse with the B followup midscreen.
  • This guide will ignore the using FF during the rekka ender, as it costs GRD and tends to do comparable to slightly more damage.

In general, going into the following routes is recommended in priority order (highest to lowest damage output):

  1. 214X that crumples
  2. 623A
  3. 236X
  4. Launcher without 623A

If you want to learn the least amount of routes while still doing some damage, skip to [2.4 Starter into 236XB].

Going into a launcher without 623A is basically always avoidable, and consists of going straight into an air series and then the rekka ender. Example route: 2A 2A 2C 5C jA jB jC 5B 236BA 2C 236AA

Starter into 214X (crumple)

Example starters that cause the normal crumple: 66B, FF2X, FF5X, 6C, CH ajC 2A 5C, CH 623A, j2C, 2B 2A, 5C, 2C 5B (no OTG)

Example starters that cause the fast crumple: 2C 2Aw 5B, 66C, 6[C], j236[B], 5C 2C 2Aw 66B(1), CH j6C, 236XwB CS

Combo Damage Cost Meter Gain Location

Route after 214X - normal crumple/no bounce in starter

  • The below routes work as well if you don’t want to learn the j236[B] link after 214X

Route after 214X - fast crumple/bounce in starter

  • Replace 5B with another 2B if 5B is used in the starter.

Route after 214X - fast crumple/bounce in starter

Route after 214X - fast crumple/bounce in starter

  • Can skip 66 in the corner
  • Does less damage than the midscreen only route above, but comparable damage to the corner route

Starter into 623A

If you are close enough to the opponent and can’t connect a 214X that causes a crumple, a launcher into 623A is generally the next best choice. Note that if the opponent is not floated high enough prior to 623A, you will not be able to connect 2B afterwards.

Starter > 623A Examples: 2A 2C dl5C, ajC 2A 2C dl5C, 2A 3C 2[C], 5A 2C dl5B, 2C 2Aw 66B 5C, FF2X j236[B] 3C, 214C 66B

Combo Damage Cost Meter Gain Location

Route after 623A - Single 2A starter or better

Route after 623A - Any starter

Route after 623A - Corner route

  • For assault starters and starters with more than one A normal, drop the j.C
  • Does marginally more damage than the routes that work midscreen

Starter into 236XB

If you can’t combo into a 214X that causes a crumple and the opponent is too far for 623A to connect, comboing into 236XB (or more specifically, 236BB) is the preferred option. Ideally, this will only happen when you don’t confirm far normals into 214X in time or land 2C 5C from a distance. The B followup is better than the A followup for combo routing early on in terms of damage and proration, but the routing remains fairly similar between them both either way.

Example starters into 236BB: 5B 2B 5C, ajC 2A 2A 2A 2C 5C, basically anything

Combo Damage Cost Meter Gain Location

Any starter should work here

  • It is easier/more consistent to connect 236XA if 66B is canceled before all 4 hits connect
  • Note that this will not work if you do a ton of normals in the starter. ajC 2A 2A 2A 2C 5C does work though, so it does have to be a lot.

B starter or better

  • Can skip j2C if the opponent is too far away or if both 2C and 5C were in the starter
  • Try to avoid SMP with the first 2 236Xs

Heavy Starters (5C/j2C(2)/214X)

While the above routing is a solid baseline, these routes are good for dealing out some extra damage. It’s good to have some punish combos!

Starter: 5C/j.2C(2) or raw 214X

Combo Damage Cost Meter Gain Location

Metered Enders

100 Meter

You can spend 100 meter after 236XA with 236C or 623C. They do similar damage, but 623C runs the timer longer, which may or may not be beneficial. In the corner, you can end with 236XB into j236C as well if the opponent is floated high enough from the ground when 236X connects. This is generally not an issue with corner routing, but it will not work from OTG 2C 236AB. It will work if 66B(3) is used to OTG instead. Note that the j236C knockdown is not good midscreen. 236C and 623C both give good oki.

Combo Damage Cost Meter Gain Location

Simple CVO route if vorpal is available

  • 2[C] can be tricky to connect midscreen and may slide under the opponent

200 Meter

Stuff > 236X~A > IW. That’s it. It’s good.

CS into metered ender

After 236XA, you can CS into 214A and then super to tack on extra damage and build just under 25 meter during the 214A animation, if you have the GRD for it (2 blocks for 24 meter). Note that OTG 2C 236AA CS into IW will NOT connect, but it will work if CS is dropped or if 2C is swapped with 66B(3). This is good to do in order to carry some extra meter to the next round!

200 meter/Vorpal/<30% Health

Fun CVO routes! Note that it is highly recommended to save one bounce to get the most out of the ender.

One important note with the midscreen routes: it is recommended to end with 236AA CVO midscreen if going into that combo piece right after landing from an air series. In that case, using 236B can side swap, and the B followup is height dependent and is easy to drop.

Combo Damage Cost Meter Gain Location

1 Bounce required

  • IW can be swapped with IWEX if 623C carries to the corner

1 Bounce required

1 Bounce required

  • Does a little less damage than the above route, but works near the corner too

No bounces required

  • 2[C] can be tricky to connect midscreen and may slide under the opponent

Miscellaneous Routes

While the above covers combo routing that will work for most starters, here’s a few combos to fill in some gaps. Damage values are without vorpal unless CS is required for the combo.

Combo Damage Cost Meter Gain Location

j.A anywhere

  • Good for rising jA throw OS (7/8/9AD)
  • 623A will usually only hit twice for 3111 damage
  • Only works when cornered if jumping forward

623B anywhere with CS

236C midscreen

Notes

Almost every instance of j.ABC can be replaced with j.CAB and vice versa (This has not tested for every combo so there likely will be exceptions).

Every 236B-6A > X > 236A-B ender can be replaced with 236B-6A > X > 236A-A for a miniscule damage loss in exchange for much better oki and access to IW.

FAQ

When does 214X crumple?

Generally, 2 hits into 214X will cause a crumple for B starters or better (not A or assault starters basically). This increases to 3 hits on counterhit. There are exceptions, like notably 2C 5C 214X will not induce the crumple state.

There are two crumple states that 214X can give: a normal crumple state and a fast crumple state. The normal crumple state allows for j236[B] to be linked afterwards. The fast crumple state does not allow j236[B] to be linked afterwards as the opponent recovers quickly. The fast crumple state occurs when a bounce is used in the starter (like an OTG after 2C or 66C).

Enders

OTG

Ender

Combos

This section is likely out of date, it was based on combos labbed in the first month of release. It will be combined with the above section soon.

I have not tested if any of these combos are universal if you find that one of these routes drops constantly on someone contact me on discord (@Redslasher) in the main UNI discord.

Combos were done on Hyde/Linne, all damage numbers are written assuming no vorpal unless the combo requires the use of chain shift (there are none yet).

A Starters

2A Starter

Combo Damage Cost Meter Gain Location

Easy beginner 623A combo, works at max 2A and requires no delays, at some spacings 1 hit of A DP will whiff which slightly lowers damage.

Works from max 2A range, delay 5C slightly to make the ender consistent, j.ABC here does 3019.

This combo is really Hard, not optimal for its starter and requires a manual delay depending on your spacing to ensure you whiff the first hit of A DP or else the route drops, canceling from 66B(2) makes the ender slightly more consistent. Do not go for it, it does look really cool tho.

Works with 2a2b, damage is shown using 5B as the pickup.

Sideswap works with 2a2b.

Works with 2AA/2A2B but very unstable.

Think this only works with 1 2A.

Does less damage than a good midscreen combo but is very difficult to drop, if you dunno how to end a combo in the corner just route into this it’ll probably work.

Delay j.6C until before you hit the ground, backdash immediately on landing then 623A, may require some manual timing to avoid the opponent being too high for 236B-6A, don’t think this is a good route to be doing in games. Works with 2AA.

I combo I can actually recommend doing, requires a slight delay on ideally both the 5C to control height and the 236B which may take some getting used since you may get the slide and drop the combo. Works from 2AA but you need to use 66B(3) instead of 5B or else the combo will drop, with 2A2B starter combo drops after 236B.

Replace 5C with 5B for 2aa starter.

B Starters

5B Starter

Combo Damage Cost Meter Gain Location

Sideswap route

Slight delay on the 6A followup makes the ender more consistent.

2B Starter

Combo Damage Cost Meter Gain Location

Slight delay on the 6A follow-up makes the ender more consistent.

Requires no delays, in fact if you delay anything before the ender the combo is probably going to drop.

Delay the 623A slightly else you cannot land the 5A.

C Starters

5C Starter

Combo Damage Cost Meter Gain Location

Hard version of the above route, do not dash before the 3C, do not delay the 623A. Does not work in the corner.

Sideswap route

2C Starter

Combo Damage Cost Meter Gain Location

Rebeat confirm from max range sweep, -1 on block full combo on hit, only works with j.ABC as the air series, using j.CAB will cause the combo to drop after 236B-A.

Charged sweep lets you use 5C before 214B giving more damage.

Main hitconfirm for longer range 2C hits as 2C > 5C does not allow 214B crumple.

214B crumples if you use charged 2C.

Max damage from this routing, if you get more than 1 hit of A DP the combo will drop due to this the combo will not work in the corner, canceling into A DP asap seems to be consistent but this combo may not be universal, it is possible to replace FF-2X with FF-5X for more damage but this routing is inconsistent.

Confirm if you auto pilot 2C > 5C.

6C Starter

Combo Damage Cost Meter Gain Location

Sideswap variant of the above combo, must input 623A in the opposite direction that you are currently facing (essentially a 421 input instead).

j.ABC actually does around 50 more damage that j.CAB here for some reason, can do 6[C] > FF-D (instant FF stance cancel) and still pickup with 214A.

Autopilot 6[C] confirm that leads to stance pressure on block, 6[C] > FF-5X will only frametrap 5 frame normals if you hit the just frame so FF-5X startup faster.

Slightly more optimal version of the above route.

3C Starter

Combo Damage Cost Meter Gain Location

Non counter hit 3C confirm, fairly stable but if your opponent is too close when hitting 3C then they may cross up which causes the combo to drop.

A confirm if you hit a grounded (or close to grounded) non CH 3C, the combo is not very stable even when at max 2A range but if you’re pressuring someone and hitting 3C > 2A on block then this is the confirm for you.

Assault Starters

Combo Damage Cost Meter Gain Location

Sideswap variant can stay same side with 236A-6A.

Anti-Air Starters

Combo Damage Cost Meter Gain Location

Standard CH anti air confirm, 214A works from max 3C range, even if the 2A hits for whatever reason you get the full confirm if you cancel into 214A fast enough.

Great damage from a CH anti air, dash 5C here helps ensure you get the correct amount of hits on 623A.

Max damage from this routing requiring FF to finish the combo, delay 623A slightly to avoid getting all 3 hits else the combo drops, in vorpal you can combo into FF-5X for 3622 damage.

Other Starters

66B Starter

Combo Damage Cost Meter Gain Location

214A will whiff near max 66B, slightly further from roundstart distance.

66C Starter

Combo Damage Cost Meter Gain Location

Replace 236B-6B with 236A-6A if you want to spend IW/not use j.236C, adding a slight delay before the 623A makes the 2B pickup easier.

j.2C Starter

Combo Damage Cost Meter Gain Location

j.6C Starter

Combo Damage Cost Meter Gain Location

https://twitter.com/EnkidudeCG/status/1755391045423263766

https://twitter.com/EnkidudeCG/status/1755389477214908897

FF-5X Starter

Combo Damage Cost Meter Gain Location

Slightly harder than the above route for 12 damage.

Less committal FF-5X confirm that doesn’t leave you in 236 RPS on block.

Low commitment autopilot route, on block you can threaten a very delayed 236A frametrap which still combos on hit, can use 2B instead of 5B for a slightly easier pickup for a slight damage loss.

Same route as above with a 623A shoved in, makes the air series into 5B a bit harder.

The “I missed the special cancel” route also notable here is that FF-5X > FF-2X is a 5 frame gap on block allowing you to continue stance pressure.

FF-2X Starter

Combo Damage Cost Meter Gain Location

Must delay the 623A slightly in order to get the correct height, combo is likely inconsistent to time correctly unless you get all 4 hits/practice every variation on timing.

More optimal version of the above combo. Unsure if this can be done with j.ABC.

Easier version than the routing above for more damage.

Unstable as if you’re too slow on the J.236[B] it may eat 2 bounces causing the combo to drop at 236B-6A dealing 3169 damage.

No weird delays, no adjusts in case you missed some variable timing just an easy hit confirm into good damage, probably the go to route if you value your sanity/consistency.

Midscreen optimization of the above combo, will not work in the corner.

FF-4X Starter

Combo Damage Cost Meter Gain Location

j.236[X] Starter

Combo Damage Cost Meter Gain Location

Fairly easy punish from a throw bait/frame trap probably the bnb for this starter.

Standard combo from the funny big damage throw bait.

Input the 5C > 2[C] > j.CAB as fast as possible to make the 2B link easier.

Delay 5C to stabilize the height, honestly outside of the air series > 5B this combo is fairly easy.

FF is needed to get the ender after using both 214X and 623A in this route.

Can do the above combo without FF on CH.

Feel like there must be some routing that lets the CHj.236[B] > 2[C] link do more damage but I don’t think I can find it.

214X Starter

Combo Damage Cost Meter Gain Location

Hard combo most damage I could find but still probably not optimal

Small delay on the A dp makes the pickup easier, no delay makes the combo drop. Still preferred if you dislike tkj.236[B] routing.

Standard sideswap routing.

Sideswap combo that does more damage and isn’t really much harder.

Does not work if Tsurugi’s back is to the corner, you have more time to dash before that 5C than you think.

Does work if your back is to the corner, the closer you are when landing 66B the easier the combo gets, missing a hit of DP is fine you just lose 20 damage.

Sideswap from ex grab, allow 66B to fully recover, deep dash before the 66B is required as Tsurugi must be almost next to his opponent after 66B or the j.2C is likely to drop. Omitting the 5C may make this combo easier not entirely sure.

623[X] Starter

Combo Damage Cost Meter Gain Location

Easy confirm for when you really need to A DP as an anti air and it doesn’t CH.

Will drop if 623A hits just below peak assault height.

236X Starter

Combo Damage Cost Meter Gain Location

The SMP in this combo is intentional to show that this route just works regardless of which 236 starter you get, a good autopilot route if you’re not comfy with avoiding SMP here.

If you avoid SMP for the first 2 uses of 236X then this is a stable combo that does good damage.

Easy confirm for good damage only works from 236A-6A even with proper SMP management starting with 236B-6A causes this combo to drop, use the above route for consistency.

Raw 236C hurts, if you hit an airborne opponent it will harder to get the 5C > 2[C] to connect, in these situations I advise you omit the 2[C]. Works in the corner.

Does not work in the corner, does connect consistently if you hit an airborne opponent unlike the route above.

CVO Routing

Combo Damage Cost Meter Gain Location
  • >30% health
  • Adds around 1710 damage(ignoring vorpal+CVO bonus damage), used the second combo in the 2A starter section to calculate the difference, raw IW does more damage but this route is useful when you have 175 meter as you will gain 25 back for using an EX move in vorpal.
  • <30% health
  • Adds around 1888 damage to a combo (based on the same parameters as the previous combo), can only 623C > IWEX if 623C takes them to the corner which is fairly consistent as long as you dash deep enough before 623C.

Videos

Replay Theater

External Links

RedSlasher's Tsurugi combo doc

LTP's Tsurugi combo theory doc


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