Under Night In-Birth/UNI2/Tsurugi/Starter

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Uni2 profile tsurugi.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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

This page is meant to serve as an intro to the character. It is not meant to be an exhaustive guide to playing them but rather a general overview to get new players up to speed quickly.

When writing, think of it like putting together a five-minute guide: be quick and concise; focus on the essentials over going too deep into the weeds. Convey only what's needed to understand the basics of the character and start playing. Stick to bullet points or succinct paragraphs. Save the essays and deep-dives for the strategy page. Add extra sections to cover character-specific mechanics as needed, but again: keep it simple.

Notable Moves

List a few key moves that new players should use and why. Explain what makes them good and in what situation

Combos

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

Notes:

  • 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.
  • We will ignore using the using FF during the rekka ender here, as it costs GRD and doesn't do enough damage to be worth doing starting out.
  • 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

Example starters into 236BB:

  • 5B > 2B > 5C
  • j.C > 2A > 2A > 2A > 2C > 5C
  • Almost anything just don't use every ground normal you possibly can
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

Round Start

What this character's options at round start are and how to use them

Neutral

A general overview of how this character approaches neutral

Pressure

A quick overview of pressure and some example block strings and moves to safely end on

What to do When Knocked Down

Often the best action to take is to simply block on wakeup. If your opponents set up something to keep you blocking, defend patiently and occasionally use Shield (4D/1D) to try and gain GRD and, more importantly, push your opponent away.

Tsurugi has a reversal in his 623B and 623C. Good horizontal range on 623B and 623C is a multi-hit option. B's startup is slower than average at 8f so be careful of using it.

Getting Pressured

  • 2A, 5A, and 2B are your fastest buttons, use them if you want to mash during a gap in pressure.
  • At midscreen, use your backdash to retreat and create some space or use Creeping Edge (3D) to try and evade an attack.
    • Both leave you vulnerable after using them, so time them carefully.
  • It is not recommended to jump out unless you feel very confident they are going to use a low attack. Normals are all air-unblockable, so jumping carries significant risk.
  • If they reset pressure by dashing back in, you can try mashing or prepare for a throw attempt.
  • If all else fails, just keep blocking and eventually an opportunity will present itself. No pressure sequence in UNI2 is truly endless.

How to Use Meter

How the character uses meter and where (purely for combos, as part of pressure, etc.)

Additional Resources

Check out the Strategy page for more in-depth information on how to play Tsurugi, additional tips, tricks, and other resources.

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