Under Night In-Birth/UNI2/Waldstein/Matchups

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Hyde
Linne

Slight Advantage

Linne has pretty short range with some more committal long range options. She is good at policing us from jumping, but our 5C is also very good at keeping her out.

  • You can whiff punish her 236[B] with a well-timed 236C. If you're too early, your forward movement will move you into the projectile, which makes this whiff punish a little hard.
  • If she is zoning you with 6C and/or 66C, you can whiff punish those with 214C. Ideally, you should aim for this only when you have CS so you can make it hurt.
  • Shield > 360 is generally not good in this matchup. It has a place, but it needs to done with purpose instead of just hoping for a gap with it.
  • Her FF can dodge command grabs. You will need to mix in regular [AD]'s in with your usual grapple plan if she is doing this.
  • On the topic of her FF, a good Linne will press this on reaction to any super flash, so try not to just random 360C/214C.

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Waldstein
Carmine

Even

Carmine sacrifices health to pressure you and to win neutral. You can block when he is over-aggressive and this is a winning position, especially with our massive health value. You will, however, need to know how to block bomb mixups and that is not something that can be explained. Sorry!

  • This is a no-assault matchup. All of his tools just kill you for it very easily.
  • If you shield his 22X, take your turn with a fast button. 360A/B, 2A, 623B, or 66B are all great choices, depending on range.
  • If you shield 5BB, you can usually 360A/B in the gap. However, he has a command grab here now too, so be careful with it. It's still worth going for.
  • Actually, just shield a lot. Unless Carmine structures his pressure a very particular way, there will be a lot of gaps that you can either CS or 360C.
  • I like to approach with empty jumps because his 6B and 6[B] are both air blockable, and so are the puddles from his 623X. The closer you get, the more risky it becomes. You do not want to airblock wheel.
    • You can use uncharged j.C to try and pre-emptively swat down any of his 6B's or 6[B]'s.
  • If he throws you and sets a bomb, we have an OS to deal with this.
    • 214CAD will give either 214C to catch backdash, tech the throw, or block early attacks. Loses to Carmine doing nothing.
    • 360CAD will give either 360C to catch late attacks or techs the throw. Loses to early attacks and backdash.
    • I want to try [4]6CAD since it has faster startup than 360C and has an easier input, making it easier to block extra late. I want to believe it will catch backdash, and the movement might move us out of bomb range?

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Orie

Even

  • We have a fireball to stop Orie from running us over with Divine Thrust.
  • Orie's 236B (B-Divine Thrust) is punishable with A normals on shield (This does not include 236[B]).
  • Orie's 236A (A-Divine Thrust) is punishable with 214C or 623B on shield.
  • There is a small gap between her 214B~B. If you shield the first hit, you can mash an A normal before the second hit.
    • Her other follow ups will frame trap you. However, they take resources to be safe.

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Gordeau
Merkava
Vatista

Slight Advantage

  • Knowledge-heavy matchup. Data will be written as I come across it.
  • Very Vorpal-heavy matchup. You will need vorpal if you want to win.
  • Do your best to prevent Vatista from following her A-ball:
    • If she follows it, use j.C to destroy it. Jumpback is safer, but jumpforward can make it your turn.
    • If she remains distant, use 214A, 4B, or 22X. 22X can bleed GRD though, so be careful. Also, be mindful that she could be baiting out one of these moves to whiff punish you with laser.
  • Respect B-Ball. There is usually a small gap between when she shoots and when it connects, but you're not helpless.
    • The safest course of action is to 3D through it to close the gap. Be mindful of how close you are, because she will still be plus at most ranges.
    • You have enough time to [4]6C on reaction, but Vatista can press a button to remain airborne, causing you to whiff. She will punish you quite easily. If she doesn't know to float though, this is an easy knowledge check in your favor.
  • If she tries to mix with Disco Ball, you can try 3Cw > 360C. 3C will catch her trying to overhead you, and 360C will catch delayed lows. This has to be deliberately called out by her with an early attack (during 3C), or waiting specifically for the 360C and jumping after.

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Seth
Yuzuriha

Disadvantage

  • Creeping Edge (3D) helps , but this matchup is still pretty bad.
  • Be sure to whiff punish her 236B with your 236C.

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Hilda

Slight Advantage

Hilda is a very knowledge-heavy matchup, since she is a very knowledge-checky character. Even if you made it your life's goal to study what is written here, you will still get rolled many times due to how oppressive her neutral can be and how safe many of her tools "appear" to be. With our 236C and [4]6C buffed, Creeping Edge existing, and GRD wars changed slightly, this matchup went from us being trapped with her, to her being trapped with us. However, Hilda still demands immense respect in neutral, even if you know the matchup like the back of your hand. However, it has gone from a pro-active matchup to a very safe reactive matchup in our favor.

For starters, let's get a few key things to look out for. For the following section, when I suggest you take your turn, the buttons you should generally use are 66B and 236A if you think she will attempt to continue pressure. Once she starts respecting when it's your turn, you will need to change up your approach with something different.

  • If you block 22A/B, take your turn. She is -8.
  • If you shield her Falling Pin, she becomes -5. Take your turn.
    • Falling Pin hits Waldstein earlier than anyone else in the cast, so you will need to be vigilant about this move. You don't have to shield it every time, but blocking it is a must.
  • If she attempts to use 623B in her block strings, you can assault over it before it hits you.
    • If she uses meter or CS during this move's recovery, you pretty much just have to hold those plus frames.
  • If she uses 236A in neutral to try and keep you out, you can crouch under it and whiff punish her with 236A or 236C. Get comfortable with these two moves' ranges.
    • If she is using j.236A, you will need to shield it for GRD.
  • If she is using 236B or j.236B instead, be sure to use Creeping Edge for the GRD boost + gap closer. It has a long startup, so you should be able to do it on reaction.
  • Jumping or assaulting predictably is especially ill-advised in this matchup, even more so when she has CS. Her 22C is air-unblockable and appears at your current location.
  • If she is using 2CC or 5CC a lot, you can shield the first hit to create a gap, then Creeping Edge in this newly created gap, and take your turn with an A button.
    • If she is doing 2C > 2Aw, do not attempt this.
  • You can quite easily assault over 2C, but be sure to be wary of 3C.
  • If she is using 66C at the wrong spacing, you can use Creeping Edge to make it count as a whiff, and make it your turn. Be sure to continue holding [4] until you are sure you are outside of the attack's range.
  • If she ever tries to lame you out with 66C > Gloom without EX canceling into 236C, punish her with your own 236C. It reaches at most ranges.

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Chaos
Nanase

Advantage

  • 22X deletes Nanase's fireballs, even if she blocks it.
  • We basically win neutral instantly with it.
  • Remember that her 236C (EX Swordcar) is projectile invuln and will punish you for spamming it if you don't have CS to cancel it on reaction to her super flash.
  • Her up-close pressure is still very good, so keep her out of it.
  • If she is resetting pressure with fireballs for free, remember to mash with 5C, 2C, 214C, or even [4]6C.
  • Respect her on your wakeup. If she does a meaty fireball set (or 22X), it's very easy for her to deny all of our wakeup options.

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Byakuya

  • Byakuya's gameplan is to stagger his normals and specials until you become too scared to mash. Combat this with a blue shield > 360C.
  • If you get trapped in the corner in a triple web setup, use 2C or 623B (depending on setup) to clear all of them, or 720C if you think he will attempt to meaty you. 623C still manages to baffle me by losing to webs too.
  • If you decided to block and there is still a web above you, you can use 3D to clear it without worrying about lows.
  • If you CS in a web setup, the webs will activate on frame 1 post-CS. This makes waking up with CS weaker.
    • You can still use it to see if he will meaty, but if he doesn't, your only option is to block (unless he can't react to 360C with a jump, I guess).
  • If he cancels 236X into a webset, you can safely press 2C to either clear it or counter hit him out of the air.

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Phonon
Mika
Wagner

Disadvantage

  • She has high damage, which partially eliminates the benefit of our large healthpool.
  • She has multiple ways to make herself airborne during her blockstrings, making our 360C more risky than usual.
  • Hard-to-contest frame data.
  • Her buffs mean that you can't let her sit back fullscreen, you have to be very proactive if she starts to create space. You do not want her buffing herself for free.
  • Use Guard Thrust to remove one of her buffs if she is monkey mashing on you on block.

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Enkidu

Disadvantage

  • New 6FF is a guard point. You can cancel any hit that connects with this move into 360B or 360C if you can react fast enough.
  • Has really good staggers, which can be both good and bad.
    • Good because staggers means you can sneak in shield > 360's
    • Bad because it makes it hard to take back your turn with a regular button.
  • Has many disjointed buttons that rival our reach.
  • Has many forward-advancing moves that can be made safe on block effortlessly.
  • Watch out for his high/low mixups. Halfcharged 5C > 2A and halfcharge 6C > FF (first hit is a low) will both catch you trying to block the overhead if you are too ready for them.
  • His meaty 66B is uncontestable. It will Counter Hit our 360A, hop over 360C, and it recovers fast enough for 623C and 3D.
  • At least we can 360B his parries?

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Londrekia
Eltnum

Disadvantage

Going to use this as a personal info dump until I get enough information to actually put coherent things down.

  • Play at Eltnum's 5C/2C range. There is a big difference in range between her C buttons and B buttons.
  • Backdash seems to be very good.
  • 214X is -8, perfect for 214C if you are close enough.
  • Assault between 5CC or 5[C]C, and punish with dl.j.B > 720A. Do not jump, you will miss your punish.
    • Eltnum knows this is an assault point so she will frequently frame trap with 2C or rebeat.
  • 6C is punishable with throw/360A on shield and is a mid. If she is close enough. I think this is more of an accidental thing.
  • 6[C] can be punished with a late 360C on reaction maybe (too early and she's still airborne)? If you shield this overhead, it's still her turn. Do not mash.
  • Don't ever bother pressing after j.214A unless you feel like gambling with bad odds.
  • During her block pressure, if you shield the first portion of Ricochet, you should press 214C and catch anything that isn't blocking or DP.
  • During her block pressure, do not rely on 360's to save you. You will die more often than not because of how much her pressure can send her airborne or have EX cancel windows.
  • If you block or shield any other enhanced bullet, just don't bother pressing anything.
  • If she is hogging her enhanced bullets and resetting pressure with 421A, you need to mash an A button. This little shuffle has throw invuln for some reason.
  • If she has vorpal and is using gunshot meaty, do not mash.

If you have vorpal and you CS on wakeup, and she is using gunshot meaty. Do not mash.

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Akatsuki

Disadvantage

  • Has the best 2A-low stagger pressure in the game, Wald's critical weakness. It makes 360's risky to go for.
  • Both A & B Tatsu will go over command grabs, further making 360's risky to go for.
  • Frame 1 parry to interrupt any of your predictable gaps (mostly our 214B's). The parry loses to grabs.
  • Check this video to stop Akatsuki from spamming B-Tatsu on block.

Notes for neutral:

  • Use a variety of 214A, B, and [B] to prevent Akatsuki from freely using tatsu in neutral.
  • Use a variety of j.C, 4B, and 214A to delete slow-flying fireballs. Make sure to shield the fast fireballs for free GRD.

Notes for defense:

  • If Akatsuki is staggering 2A's very hard, you may want to go for a shield > 360A or 360C. 360A can't be reacted to, but loses to tight pressure. 360C can beat tight pressure, but can be baited out.

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Kaguya
Tsurugi

Slight Disadvantage

  • Has pretty good frame data that's hard to contest, but not as hard as some other matchups.
  • We can 360B if he ever goes for 2[C] (which has armor property). If he does not use 2[C], then we should be able to mash sometimes.
  • His FF is not in a counter hit state. That means we can't 360B him out of it. It's best just to let him cancel it on his own.
    • I want to check if we can 623X > 720C reliably.

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Kuon

Scratchpad-tier notes:

  • 2C on a read is very good at dealing with float mix during blockstrings if he's not protected by a wheel.
  • If he float mixes, you need to fuzzy-block low a lot earlier than you think you do.
  • Empty jumping and then airblocking projectiles in neutral can be hard for him to deal with.
  • Use j.C to destroy the circular projectile. The other moves work, but leave you much more vulnerable.
  • Jump > assault > j.214A is very good if he's looking to shoot lasers while floating up high.
  • If he whiffs [2]8A and cancels into 214C, you "should" be able to 214C on reaction. The projectile deleting properties should help.

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