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Under Night In-Birth/UNICLR/Byakuya
They nest. The web will lure and consume any prey that goes near. He, for her, and her for
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Notable Rebeats and Gaps
- 9 Videos
- 10 External Links
- 11 Colors
- 12 Byakuya Wiki Roadmap
He wanders with an unorthodox girl, Tsukuyomi. Byakuya's abilities enable him to cast out a myriad of blades. The power binds and rends his opponents alike. Their motivation is unknown, but it seems he fights to make Tsukuyomi's wish come true. On the Hollow Night, when many In-Births gather, they turn the town into their own "web", and hunt unsuspecting prey.
There's nothing to worry about...
|Health||Smart Steer Route|
|10500||5A 5B 5C 236AAA 623C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|5||29||-35350||1-8 Full, 9-10 Throw|
|Throw Width (pixels)||Throw Range (pixels)|
- Several moves set web traps on the screen that will snare an opponent that touches them, granting Byakuya grd on hit.
- Webs can be destroyed by special moves or B/C normals, but doing so will drain grd from the oppponent. Most projectiles will not destroy webs.
- It's worth noting that after coming in contact with a web, it does not connect immediately. "Meaty" webs effectively have 14 frame startup for this reason.
- Byakuya getting hit or either player teching a throw will clear all existing webs. Causing Byakuya to block will not, however.
- Webs give slightly more grd on hit.
- Webs give slightly more grd and deal slightly more chip damage on air block
- After performing 214XXB, Byakuya can perform a second web before he hits the ground
|Frame Data Help|
|Damage||Damage done by this attack.|
(x) denotes combined damage
[x] denotes minimum damage
|Guard||The way this move must be blocked.|
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
|Cancel||Actions this move can be canceled into.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|Property||Special properties this move has. Click on the property to navigate to an explanation.|
|Cost||The resources this move costs to use.|
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
|Attribute||Attributes of the attack. Mostly used in situations involving invul.|
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
|Startup||Frame when the first hitbox is present.|
+ denotes the frames before and after super flash.
|Active||The amount of frames that this move will have a hitbox.|
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
|Recovery||Frames that this move has after the active frames if not canceled.|
|Overall||Frames that this move takes from start to finish before the character returns to neutral.|
|Advantage||The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).|
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
|Invul||The frames where this move cannot be hit by an attribute.|
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible
I'll Plant It Somewhere Over Here (Just Kidding)
How Shall I Cook You?
I'll Plant It Somewhere Over Here
I'll Plant It Somewhere Over Here (Air)
No Point in Running
I'll Plant It Somewhere Over Here (Increase)
Caught You! (Increase)
You're Almost Ready to Eat
You're Almost Ready to Eat (Feint)
Become a Part of Me
Infinite Worth EXS
Notable Rebeats and Gaps
Customization Unlocks (2000 IP Each)
Byakuya Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-08-25 by SageVarq.