Under Night In-Birth/UNI2/Waldstein/Frame Data

From Mizuumi Wiki
Jump to navigation Jump to search

Normal Moves

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
5A 230 Mid 8 3 16 26 -2 N, SP, EX, CS Strike
5B 610 Mid 13 3 21 36 -6 N, SP, EX, CS Strike
5C 720 Mid 15 2 22 37 -5 12~14 Null Projectile N, SP, EX, CS Strike Launch, Destroyer
5[C] 810 Mid 24 2 22 51 -3 21~23 Null Projectile Strike Launch, Destroyer
2A 220 Mid 8 2 18 27 -8 N, SP, EX, CS Strike
2B 570 Low 11 4 17 31 -5 N, SP, EX, CS Strike
2C 720 Mid 12 5 25 41 -12 10~13 Head,
9~12 Null Projectile
N, SP, EX, CS Strike Launch, Destroyer
jA 210 High, Air Shield 9 3 16 27 Varies N, SP, EX, CS Strike, Head
jB 520 High, Air Shield 10 6 13 28 Varies N, SP, EX, CS Strike, Head
jC 610 High, Air Shield 15 3 15 31 Varies 14~17 Null Projectile N, SP, EX, CS Strike, Head Destroyer
j[C] 810 High, Air Shield 24 3 15 41 Varies 23~26 Null Projectile N, SP, EX, CS Strike, Head Destroyer
1A 456 Low 8 2 14 23 +2 SP, EX, CS Foot Tumble
4B 1302 Mid 22 13 8 42 +2 20~33 Null Projectile SP, EX, CS Strike Tumble, Destroyer
4B (far shockwave) 400 Mid, Air 22 13 8 42 +4 20~33 Null Projectile Strike Destroyer
6C 1600
Punch only: 1700
Mid
Punch only: High
11
Punch only: 43
5, (27), 8 13 63 +5 9~15,41~50 Null Projectile Punch only: CS, SP, EX Strike Destroyer
3C 1500 Unblockable 10 2 27 38 Varies X~X Head EX, CS Throw
j6C 710 High, Air Shield 10 4 11 24 Varies SP, EX, CS Strike, Head Wall Bounce
j2C 510 Mid, Air Shield 7 Until Landing 25 -20~-7 EX, CS Strike, Head Tumble
66B 810 Mid 10 2 23 34 -13 SP, EX, CS Strike Tumble
66C 1093 2-hit Mid 8 10, (2), 7 35 +2 First Hit Only: -10 SP, EX, CS Strike Wall Bounce


Universal Mechanics

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
5A+B Mid 1 GRD on longer combos -14 (EX) (only IW or IWEXS), CS Strike Knockdown
6A+B+C 0 Mid 100 EXS, All GRD 15 5 26 45 -12 1~15 Full, 16~45 Full on hit Strike Launch
A+B+C 0 All 100+ EXS 15 2 7 (3 on hit) 64 (54 on hit) -23 1~30 Full Strike Launch
A+B+C 0 All 100+ EXS 2 4 20 25 +3 1~19 Full Strike Launch


Special Moves

No results


Infinite Worths

input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
input damage guard cost startup active recovery landing overall frameAdv onHit assaultAdv invul cancel attribute blockstun proration property groundHit airHit groundCH airCH hitstop CHstop comboP1 comboP2 cancelWindow
A+B+C+D 3788 All 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) 1+14 67 -25 1~26 Full Strike Knockdown


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