“
|
They nest. The web will lure and consume any prey that goes near. He, for her, and her for
herself, they fight. Her feelings point in one direction, to a friend defeated. She sips on
blood, and mud alike, chasing a shadow. His eight legs will crawl through the night once
more, carrying with him her feelings.
|
”
|
Story
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...
My life exists for you, sister.
|
”
|
Gameplay
Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.
Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's. His 2B and 2C have extremely long range and fast startup and hit low, forcing opponents to commit to low blocking once Byakuya is in range. Versus airborne opponents, 5B has a very tall vertical hitbox and can be used to cover multiple angles of approach with relatively low commitment. 66B/C and 236B are slightly higher-commitment pokes, but have extremely long range and are easily capable of catching opponents who are not expecting to have to block from so far away.
Byakuya suffers more at close range, where his lack of a safe 5f poke (his 2A is 6f and -3, compared to many characters who have 5f jabs that are only -1 or -2 at worst) hinders his ability to stagger pressure with jabs. Similarly, Byakuya has difficult matchups against characters who are able to stuff his approaches from further away than his optimal midrange pokes, such as Gordeau, Vatista, Hilda, Yuzuriha, etc. Due to his lack of a real projectile and otherwise slow dash speed, he has a hard time avoiding projectiles, and being forced to block them will significantly hinder or entirely negate his attempts to close space. His 214X~X moves allow him to move past some moves, but they are extremely high commitment mobility tools that can be stuffed on reaction, so his best bet is typically to stagger dash in a little bit at a time and block often.
On pressure, Byakuya actually has no safe normals (the safest being blocked 2A or 2A whiff cancel off a blocked 5C move, both of which are still -3) but he is able to make up for this with the fact that his normals can all be canceled extremely late, meaning that it will be very difficult for the opponent to tell when his moves are actually unsafe and when he is just delaying them for a frametrap. As such, Byakuya can easily train opponents to respect his pressure, allowing him to safely set up 214X webs for mixup and pressure (which can otherwise be disrespected by mashing) or simply do things that would otherwise be hugely unsafe (such as 5C dash up throw). Because his normals are all unsafe, it is easy for opponents to mash reversals through them; however, Byakuya's huge range often pushes him far back enough that most reversals whiff, meaning the Byakuya player needs to have a good sense of the opponent's reversal options and adjust his pressure accordingly. Once Byakuya confirms a hit, his combos almost always deal high damage, build lots of meter and GRD, have good carry and enable side switching if necessary, so he keeps momentum extremely well. Again, some characters deal with web oki setups more effectively than others, so a sense of the matchup is necessary to do well.
On defense, Byakuya has serviceable but flawed metered reversals, his EX "How Shall I Cook You?" which can be jumped over and loses to throws and unblockable attacks, and his Infinite Worth "Become A Part of Me", which can also be jumped over. However, thanks to the huge range and relatively fast startup on his B moves, he is often able to wait out pressure until the opponent pushes himself too far out, and poke out of pressure when the opponent is at frame disadvantage and cannot reach him with any move that would normally be fast enough to beat a B poke. As such, green shield's pushback and blockstun reduction are extremely useful for Byakuya, especially since he builds meter and GRD very quickly and thus typically has a lot of meter to spare.
From Sketched & ThatGuy's Primer
Strengths |
Weaknesses
|
- Great Pressure: Large cancel windows on buttons that are fairly big, can make pressure scary to mash. Has a strong throw game that allows for Byakuya to bait a lot of option selects and punish for it. Webs do big chip damage and let Byakuya combo off his throw.
- Remarkable Neutral Options: Normals are very long-range for their speed; very few characters can contest him at midrange. 66B is a fast low that can catch people off guard trying to back away in neutral.
- Very Strong Corner Game: Has good corner carry and easy sideswaps. Once in the corner he has very good oki and mixup opportunities.
- Good CS and Metered Tools: Chain Shift allows for extended pressure and strong mix-ups. 236C being invincible, horizontal, and very fast allows Byakuya to interrupt many sequences other characters cannot.
- Good For Beginners: Easy to learn and a good character to learn the game with. Forces you to properly learn UNI's pressure game, and rewards good fundamentals.
|
- Limited Defense Without Meter: No meterless reversal or 5 frame normal, making it hard to get out of some pressure.
- Requires Strong Match-Up Knowledge: Struggles to get in against characters with good projectiles or better range, certain matchups require lots of patience.
- Unreliable Reversal: 236C (only metered reversal) can be finicky and miss a lot of the time.
- Difficulty Contesting The Air: 3C, while a strong anti-air that can be converted into a full combo, has slow startup and relatively late head invul frames. Additionally, his air normals aren't good at challenging horizontally, meaning he can have difficulties against jumps in general.
- Exploitable Pressure Tools: No plus EX moves means no guaranteed way to extend pressure after committing to specials. Can be easily punished for fake pressure such as 236a~4a on block. Command grab is slow (33 frames for A, 35 frames for B).
|
Character Stats
Health
|
Smart Steer Route
|
10500
|
5A 5B 5C 236AAA 623C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
1000
|
-900
|
4
|
42
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
5
|
3000
|
0
|
3000
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
5
|
29
|
-35350
|
1~8 Full 9~10 Throw
|
Throw Width (pixels)
|
Throw Range (pixels)
|
200
|
100
|
Unique Trait
|
- 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.
|
Vorpal Trait
|
- 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
|
Header
|
Tooltip
|
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 on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
|
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
|
Normal Moves
Standing Normals
5A
"How did that reach me?!" "How did that reach me?!"
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
3
|
12
|
20
|
-3
|
-
|
Fast jab with one of Byakuya's claws.
- Goes extremely far for an A normal.
- Tied for Byakuya's fastest normal.
- It's range and speed makes it amazing for contesting pressure or punishing certain moves.
- Cornerstone to Byakuya's pressure due to it's range and speed.
- Can cancel into itself by inputting 8A on block.
|
|
5B
5B 5B 5BB 5BB
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
Mid
|
N, SP, EX, CS, UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
5
|
17
|
31
|
-6
|
-
|
A wide thrust with all of Byakuya's claws.
- One of Byakuya's best buttons.
- The threat of the 5BB command followup and relatively good frame advantage makes this a very strong pressure tool.
- It has a relatively disjointed hitbox, letting it safely bait Veil Off when spaced properly.
- Despite the lack of head invuln, this move is a very strong anti-air due to it's strong hitbox.
- Works well as a midrange poke, since the ability to cancel into 5BB on whiff makes it very scary to try and whiff punish.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
598
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
4
|
25
|
41
|
-11
|
-
|
Followup to 5B. Shares an animation with the last hit of Byakuya's rekka.
- Can be cancelled into on hit, block, or whiff.
- Byakuya's furthest reaching normal capable of chaining into other normals.
- You can perform this move twice in one blockstring utilizing smart steer by inputting 5AA 5B.
- Moves Byakuya a good amount forward, making it good for extending pressure.
- Stagger window is decent overall, but extremely short compared to the rest of Byakuya's kit, making it a bit tricky to frametrap afterwards.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
690
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
3
|
22
|
36
|
-7
|
-
|
A pointed thrust with all of Byakuya's claws.
- Very good reach, making it a good poke and pressure tool.
- Generally Byakuya's best normal for starting punish combos.
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
150
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
2
|
13
|
20
|
-3
|
-
|
A quick low swipe with one of Byakuya's claws.
- Despite the animation, this move is a mid, not a low.
- Tied with 5A for Byakuya's fastest normal.
- Range isn't as good as 5A, so this move is more suited for starting close-range pressure, or as a reverse beat.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
5
|
19
|
32
|
-8
|
-
|
Byakuya lunges down low with 3 claws.
- Very strong poke due to it's speed and range.
- Good for poking out of reverse beats.
- Can be difficult to confirm off of at very far ranges due to pushback.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
Low
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
5
|
25
|
40
|
-12
|
-
|
A far reaching sweep with Byakuya's claws.
- A very far reaching poke with very good reward.
- 2C whiff 2A can be easily confirmed into 66b on counter hit.
- On regular hit it can be confirmed into 236B fairly easily due to it's large stagger window.
- Has counter hit recovery, making it extremely costly to whiff in neutral.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
N, SP, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
13 [2 on landing]
|
22
|
Varies
|
-
|
A fast attack that hits at an awkward angle.
- A serviceable air-to-air.
- Tends to whiff due to it's awkward hitbox, which can be used to reduce landing recovery without hitting the opponent.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
440
|
High, Air Shield
|
N, SP, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
4
|
26 [3 on landing]
|
39
|
Varies
|
-
|
Byakuya spreads his claws out to attack at all angles.
- Hits behind Byakuya very consistently, though crossup protection makes this fact less useful than you'd think.
- Staple in Byakuya's air combos.
- Works fairly well as an air-to-air that can lead into good damage.
- Doesn't work very well as an assault normal.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
590
|
High, Air Shield
|
N, SP, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
19 [4 on landing]
|
34
|
Varies
|
-
|
Downward-angled thrust with all of Byakuya's claws.
- Byakuya's go-to normal for assaults and most jump-ins.
- When done immediately from an assault it's +6 on block and -5 on shield.
|
|
Command Normals
3C
guess guess
|
3C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
3
|
22
|
37
|
-7
|
9-15 Head
|
An upward-angled thrust with Byakuya's claws.
- Byakuya's primary anti air due to having head invuln, though it's a bit slow.
- Deceptively good horizontal reach.
- Hits low, giving it some use as a fake overhead when mixed with 3[C].
|
3[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
High
|
SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
2
|
22
|
53
|
-7
|
Head 27-32
|
A larger version of 3C
- A slow, far reaching overhead with a deceptive animation.
- Fairly safe on block when spaced well.
- Doesn't cancel into normals, but it can be cancelled into specials very late.
|
|
j.2C
|
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
674
|
Mid, Air Shield
|
N [hit only], SP, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
20
|
9 [4 on landing]
|
40
|
Varies
|
-
|
A multi-hitting air attack all around Byakuya.
- Stalls Byakuya's air momentum, letting it hit when done immediately out of a jump.
- Is + on block if the last hit connects late.
- Decent option for baiting lows and throws, though high risk.
|
j.2[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1125
|
Mid, Air Shield
|
N [hit only], SP, CS
|
Launch
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
19
|
22
|
9 [4 on landing]
|
49
|
Varies
|
-
|
A larger version of j.2C with more hits.
- Covers a huge portion of the screen, making it good for catching opponents trying to move around the air.
- Launches the opponent for a long time on hit, allowing for easy confirms.
- Generally + on block when the opponent doesn't shield it, but only one of the six hits needs to be shielded in order to give Byakuya additional landing recovery, so don't rely on it to start pressure.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
Low
|
SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
16
|
14
|
38
|
-12
|
-
|
A fast, forward-moving slide.
- Very far-reaching low poke for how fast it is.
- Can't chain into normals, but it can be made safer by spacing well or cancelling into rekkas.
- Can be used as a strong callout at round-start, but it loses to jumps or assault,
- Good normal to be used after reverse beats.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1228
|
Mid
|
SP, EX, CS [whiff OK]
|
Launch, Wall Bounce on last hit
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
18
|
23
|
55
|
-9
|
-
|
A long-reach multi-hitting attack.
- An important component of Byakuya's neutral due to his otherwise lacking full-screen options.
- Good for punishing an opponent recklessly throwing out fireballs or other long-range attacks.
- Can confirm into a full combo on hit with 214C.
- Has a deadzone right in front of Byakuya, so be careful with spacing this move.
- Can CS on whiff or block to save you from it's very long recovery.
|
|
Universal Mechanics
Force Function
|
B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
High
|
CS
|
Crumple on grounded hit, Knockdown on air hit
|
GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
4
|
33
|
62
|
-19
|
12-26 Throw, Foot
|
A fake web leading into an overhead.
- Byakuya's fastest overhead.
- Very unsafe on block, so you should be careful using it without CS to make it safe.
- Has a deadzone in front of Byakuya when used midscreen.
- Can be good for baiting low normals, throws, or low shields.
- Leads into good damage on hit.
- Drains a block of GRD, so consider the GRD cycle before using this move.
|
[B+C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
High
|
CS
|
Crumple on grounded hit, Knockdown on air hit
|
GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
4
|
34
|
67
|
-20
|
18-42 Throw, Foot
|
A slower version of Byakuya's Force Function with the attack moved further forward.
- Not terribly useful.
- The deadzone is much larger than regular Force Function.
- Can be difficult to punish from far away for some characters.
- The IC flash makes it look a bit like 214[X], which can trip some opponents up if they're unfamiliar with the matchup.
|
|
Throw
Regular Throw Regular Throw Backwards Throw Followup Backwards Throw Followup
|
A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1570
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+60
|
-
|
Byakuya grabs the opponent and slams them into the ground.
- Very good oki for a throw, giving Byakuya enough time to set a web and dash up to continue his offense when in the corner.
- It's possible for Byakuya to throw the opponent into webs, snaring them for a full combo.
|
A+D~1
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1570
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+61
|
-
|
A followup to Byakuya's throw that places the opponent right behind Byakuya.
- Useful for keeping the opponent near the corner or for making sure the opponent gets thrown into a web.
- Slightly better oki than a regular throw.
|
A+D~4
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1570
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+61
|
-
|
A followup to Byakuya's throw that leaves the opponent about a quarter-screen's length behind Byakuya.
- Useful for throwing the opponent into webs.
|
A+D~7
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1570
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+62
|
-
|
A followup to Byakuya's throw that leaves the opponent about a half-screen's length behind Byakuya.
- Useful for throwing the opponent into webs.
- Has the longest knockdown out of Byakuya's throws, so if you want optimal oki off a throw in the corner you should input 4AD~7.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
|
|
Special Moves
236X
236X 236X 236X~6X 236X~6X 236X~6X~6X 236X~6X~6X
|
236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
438
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
26
|
31
|
-6
|
-
|
The 4-hit first part of Byakuya's rekka series.
- Shorter range but less recovery than 236B
- Staple in Byakuya's combos.
- Punishable on block, but the threat of 236AX makes attempting a punish risky.
- Can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
- Cancelling into the 4A followup can be a good way to reset pressure against inexperienced opponents, but the gap leading into the web is enormous, so a good player will usually kill you for doing this.
- Extremely long cancel window, letting Byakuya frametrap effectively with 236A~6X.
- No head invuln, but it's hitbox can make it a decent situational anti-air.
|
236A~6X Minced? 微塵切りがいいかな?
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
660
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
6
|
28
|
49
|
-8
|
7~21 Foot
|
The 6-hit second part of Byakuya's rekka series.
- This move is the same regardless of which button is pressed to input it.
- Byakuya leaps up much lower than 236B~6X, and is less - on block.
- Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
- Like the grounded version, doing this is very risky but useful against inexperienced opponents.
- Many characters with vertical reversals can use them to easily punish this move regardless of followup.
|
236A~6X~6X Or... Shredded? それとも八つ裂き?
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
920
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
12, (8), 6
|
33
|
67
|
-21
|
-
|
The 7-hit final part of Byakuya's rekka series.
- This move is the same regardless of which button is pressed to input it.
- Very unsafe on block, so be careful using this move without CS to make it safe.
- Mediocre oki, so it's generally preferable to end with 236A~4A~X~A or 236A~4A~X~B
- Can CS on whiff to bait even the fastest reversals in the game.
- Identical to 236B~6X~6X.
|
236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
438
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
27
|
42
|
-7
|
-
|
The first part of Byakuya's rekka, moving further than 236A.
- Has more forward movement and a larger hitbox than 236A, but more recovery.
- Very useful move for hit confirming.
- Launches on hit unlike 236A, and can juggle into 5A depending on range.
- Like 236A, can be cancelled into 214X or 214[X] by tapping or holding 4X respectively.
- Extremely long cancel window, letting Byakuya frametrap effectively with 236B~6X.
- It's large, forward moving hitbox can be good at catching jumps or assaults.
|
236B~6X Minced? 微塵切りがいいかな?
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
660
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
6
|
32
|
57
|
-12
|
7~25 Foot
|
The second part of Byakuya's rekka series, jumping much higher than 236A~6X.
- This move is the same regardless of which button is pressed to input it.
- Can be cancelled into j.214X or j.214[X] by tapping or holding 4X respectively.
- This can be somewhat difficult to punish for some characters due to Byakuya's height, so you can sometimes get away with using his j.214X followups to continue pressure or return neutral, but don't rely on it.
- Many characters with vertical reversals can use them to easily punish this move regardless of followup.
|
236B~6X~6X Or... Shredded? それとも八つ裂き?
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
920
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
12, (8), 6
|
33
|
67
|
-21
|
-
|
The 7-hit final part of Byakuya's rekka series.
- This move is the same regardless of which button is pressed to input it.
- Very unsafe on block, so be careful using this move without CS to make it safe.
- Can CS on whiff to bait all reversals except Vatista's, Eltnum's, and Wagner's.
- Identical to 236A~6X~6X.
|
236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2060
|
Mid
|
CS [hit only]
|
Vacuum, Knockdown on last hit
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
4, (18), 6, (16), 4, (14), 6, (15), 10, (6), 6
|
33
|
145
|
-21
|
1~3 Full, 4~11 Strike, Projectile
|
A 27-hit string ending in a knockdown.
- Byakuya's primary reversal.
- Excellent horizontal range for how fast it is.
- Doesn't have full throw invuln, so it will occasionally lose to throws or command grabs.
- The first hit has a very strong suction effect, making this move good for punishing extended hurtboxes after CS.
- Can whiff against jumping or assaulting opponents if not timed properly.
- Certain moves with forward momentum such as Gordeau's 66C will clip through this move if done close to Byakuya, opening him up to a full punish. Be aware of what forward-moving moves your opponent has.
|
|
214X
|
214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
47
|
-
|
4
|
53
|
+22
|
-
|
Byakuya sets a web right in front of him that will snare the opponent on hit.
- A core part of Byakuya's combos and okizeme.
- When used while the opponent is in hitstun, startup is reduced to 21f to make combos possible.
- If Byakuya performs another grounded 214X while another web still exists, it will replace the old one.
- This is counted separately from webs placed by j.214X and the grounded webs from 623X, meaning Byakuya can have three webs on the screen at once.
- Webs can be destroyed by B or C normals, and most special moves.
- Doing so will drain a block of GRD from the opponent. This can be a decent way to disincentivize the opponent from using far-reaching attacks.
- Webs will give Byakuya about two thirds a block of GRD on hit, and drain half a block from the opponent.
- This can only happen once per combo per web, meaning he can steal GRD once with 214X and once with j.214X.
- Having a web nearby will allow Byakuya to combo off of throws for a ton of damage, making his throw mixup very scary.
- Takes 14 frames to become active when the opponent comes in contact with a web trap, giving the opponent some time to try and hit Byakuya.
- This also gives Byakuya time to sneak it a throw.
- If Byakuya gets hit or a throw gets teched, all currently existing webs will dissapear.
|
214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
49
|
-
|
6
|
59
|
+18
|
-
|
Sets a web further away from Byakuya and a bit off the ground.
- Won't trigger against most crouching enemies, allowing Byakuya to throw opponents holding downback and get a combo.
- When used while the opponent is in hitstun, startup is reduced to 23f to make combos possible.
- Byakuya's primary web for his 623C web setups.
- Can be destroyed if the opponent stands up for a few frames then returns to crouching, but this opens them up to being hit by lows.
|
214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
51
|
-
|
6
|
63
|
-
|
-
|
Sets a web far away from Byakuya and high off the ground.
- Good to set up for throw combos since it's hard to destroy, but it takes the longest time to set.
- When used while the opponent is in hitstun, startup is reduced to 25f to make combos possible.
|
|
214X
|
j.214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
43
|
-
|
6
|
-
|
+7
|
-
|
Byakuya sets a web right in front of him while airborne.
|
j.214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
45
|
-
|
6
|
-
|
+7
|
-
|
Byakuya sets a web about a quarter screen away and right below him.
|
j.214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air
|
CS [whiff OK], UNQ [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
47
|
-
|
6
|
-
|
+7
|
-
|
Byakuya sets a web about a half screen away and a character's-length below him.
|
|
214X~X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ [whiff OK]
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
-
|
[12 on landing]
|
-
|
-
|
-
|
A command jump followup to Byakuya's 214X series that flings him past whichever web he set.
|
|
214X~X~X
A Version A Version B Version B Version C Version C Version D Version D Version
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
680
|
High, Air Shield
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
4
|
[12 on landing]
|
-
|
Varies
|
-
|
An overhead followup to 214X~X.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
High, Air Shield
|
N [whiff OK], EX [whiff OK], CS [whiff OK], SP [whiff OK] during vorpal
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
4
|
[12 on landing]
|
-
|
Varies
|
-
|
An overhead followup to 214X~X that bounces Byakuya into the air, allowing him to perform more air attacks. If you have vorpal you can special cancel this move into an aerial webset.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid, Air Shield
|
EX [whiff OK], CS [whiff OK]
|
Wall Bounce
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
4
|
[14 on landing]
|
-
|
Varies
|
-
|
A followup to 214X~X that hits behind Byakuya and wallbounces the opponent.
|
D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
36
|
-
|
[12 on landing]
|
-
|
Varies
|
-
|
A followup to 214X~X that sets a ground web beneath Byakuya.
|
|
IC 214X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
A command jump that flings Byakuya towards whichever web was most recently placed.
|
|
IC 214X~X
A Version A Version B Version B Version C Version C Version D Version D Version
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
680
|
High, Air Shield
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
4
|
23
|
35
|
Varies
|
-
|
An overhead followup to 214[X] that hits behind Byakuya.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
647, 898 (1410)
|
Mid, Air Shield (falling attack), Mid, Air (web)
|
EX [whiff OK], CS [whiff OK]
|
Launch (falling attack), GRD Steal, Snare (web)
|
-
|
Strike, Dive (falling attack), Strike (web)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
11
|
14
|
53
|
Varies
|
15~19 / 41~45 Full
|
Byakuya teleports away, places a web at his previous location, and reappears with a multi-hitting air attack. Not an overhead.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898, 898 (1481)
|
Low (slide), Mid, Air (web)
|
CS [whiff OK]
|
Knockdown (slide), GRD Steal, Snare (web)
|
-
|
Strike, Foot (slide), Strike (web)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22~36
|
11
|
14
|
48~62
|
-9 (+15 when web connects)
|
14~25 / 37~48 Full
|
Byakuya teleports away, places a web at his previous location, and reappears with a low sliding attack similar to 66B.
|
D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
36
|
-
|
-
|
-
|
Varies
|
-
|
Byakuya sets a web beneath him.
|
|
623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Unblockable (grab), Mid (web)
|
-
|
Snare (grab), GRD Steal, Snare (web)
|
-
|
Throw (grab), Strike (web)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
33
|
1
|
39
|
72
|
-
|
13~32 Throw, 33~37 Full
|
Byakuya runs past the opponent, snaring them in a web.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Unblockable (grab), Mid (web)
|
-
|
Snare (grab), GRD Steal, Snare (web)
|
-
|
Throw (grab), Strike (web)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
35
|
1
|
40
|
74
|
-
|
13~34 Throw, 35~39 Full
|
A further-reaching variant of 623A.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1390 (grab), 898 (web)
|
Unblockable (grab), Mid (web)
|
-
|
Snare (grab), GRD Steal, Snare (web)
|
100 EXS
|
Throw (grab), Strike (web)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
2
|
38
|
52
|
-
|
1~11 Throw, 12-17 Full
|
Byakuya snares the opponent for an extremely long period of time. A core component of Byakuya's corner okizeme, giving him time to set up three webs and still meaty the opponent. As of UNICLR, hitting the opponent with Veil Off while they are in the 623C capture state will break them out of the capture.
|
|
IC 623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid
|
-
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
47
|
12
|
10
|
68
|
+12
|
13~28 Throw
|
A feint of 623A, returning Byakuya to his initial location and setting a ground web.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
898
|
Mid
|
-
|
GRD Steal, Snare
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
57
|
12
|
4
|
72
|
+18
|
13~32 Throw
|
A feint of 623B, returning Byakuya to his initial location and setting a ground web.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3150
|
Unblockable
|
-
|
Knockdown, Combo Ender
|
200 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+8
|
30
|
52
|
90
|
-
|
1~38 Full
|
Byakuya snares the opponent in a giant web before performing a multi-hitting super attack.
- Unblockable, but doesn't become active until after the superflash, giving opponents plenty of time to react and hold up during the long superflash to punish.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3756
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Byakuya becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
|
|
Notable Rebeats and Gaps
Rebeat Table
Attack
|
Chain
|
Advantage
|
5C/2C/3C
|
5A/2A
|
-3
|
5B/2B/5BB
|
5A/2A
|
-5
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
5A/2A
|
5C
|
1
|
5A/2A
|
3C
|
2
|
2C/5C
|
5B(w) 5BB
|
6
|
236B
|
236B~6X
|
1
|
236B~6X
|
236B~6X~6X
|
5
|
236A~6X
|
236A~6X~6X
|
1
|
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Byakuya Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Created base page with basic formatting
- Added frame data and new moves.
|
|
45/50
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Strategy
|
|
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0/25
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Combos
|
|
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1/25
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