Under Night In-Birth/UNICLR/Byakuya/Combos

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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.

Getting Started

Notation for 236x and 214x series

236X (rekka) and 214X (web) both have 3 parts to them, and the first two parts of 236X can be cancelled into a web (and subsequently followed up) by pressing 4X (A/B/C), resulting in notations such as 236A~6A~4A~A~B that look like an unreadable mess at first.

~4X after a rekka input denotes a web cancel, more buttons following denotes web fling and followup.

examples
236X~6X~4X = 2 rekka steps, cancel into web.
236X~6X~4X~X = 2 rekka steps, cancel into web > fling.
236X~4X~X~X = 1 rekka step, cancel into web > fling > followup attack.

Note: Web fling (214X~X) can be input with A/B/C.

Starter Combos

Combo Damage Cost Meter Gain Location

Mission 3-1. A suitable day one combo that works off any normal starter (including assault j.C and 2AAA), has decent corner carry and allows for metered enders and side switching (press A again after the first 236A~4A and pick up with 2c - i.e., 2A 2B 2C 236A~dl.4A~A dl.2C 236A etc).

Mission 4-1, ol' reliable. Go-to route if unsure of starter.

Mission 4-2 with a few normals swapped around. Go-to route for B button or stronger starters. Lots of small delays in different places are needed to do this right, refer to FAQ (or the demo in mission mode).

Basic route off throw -> web snare.

FAQ

How do I do 236B~6B~4A~A j.2[C]?

Delay the web (4A) after 236B~6B as much as possible (but not the fling after). The lower to the ground the web snare is, the easier the rest of the combo will be. Holding 8 (jump) after the web fling can help with understanding when to jump for the j2[C] when starting out, but is not recommended in practice.

How do I do 5B/C 3C j.B j.2C j.C 66B/2C?

As mentioned above, lots of delays in different places are needed for stability.

  • Again, delay the web in 236B~B~4A. You'll want them about half a character height above the ground when the web hits.
  • Walk back slightly before doing 5B/C.
  • Slightly delay j.B until you are at the apex of your jump.
  • j.2C does not need to be delayed.
  • Delay j.C until you're about to hit the ground. When picking up with 66B, buffer 66 as you see j.C's animation start, and press B as soon as you land.
    • 2C pickup allows for less delay on the j.C, but isn't as consistent due to being slower than 66B. It is strongly recommended to practice picking up with 66B.
Why do I keep getting 66B 623A instead of 66B 236A?

Reset your directional to neutral in between 66B and 236A.

Why is my combo dropping before 2C/66B 236A~6A~6A (623C)?
  • Usually due to proration, either from a weak starter or using the same move more than once in a combo (Same Move Proration, or SMP). Try to avoid the latter early in a route when possible.
  • Adding a VERY slight delay to the web followup attack beforehand (236A~4A~A~dl.A > 66B) can also help if it won't cause a drop.
  • Try buffering 66B earlier, as well as using directional inputs instead of the dash macro - macros have a much smaller buffer window of only 3f, while directional inputs have a 11f buffer window.
How do I convert off other starters, such as Force Function or 3C air hit (anti-air)?
  • Byakuya's routes are all very similar, fortunately, and a route similar to mission 4-2 will work for just about anything.
  • Force Function in particular can simply be picked up with 66B/2C into the usual.
  • 3C (on counter and air hit) can be whiffed into 2A and picked up with 2C into the usual (Mission 4-9 in-game demonstrates this!).

TO DO: REMAKE THIS

Byakuya Combo Guide by Wonderful Deluxe, a great visual guide for troubleshooting drops.

Theory

[st] Theory

Almost all [st] combos will look like

 ground normals > 236B~6B~4A > 1-2 normals to pick up from web snare > air series (usually j.B j.2C j.C) > ground normal pickup > 236A~4A~A~A > otg (66B/2C) > ender
  • As mentioned above, Byakuya can side switch early in his combos by inputting A/B/C after a web snare (236B~6B~4A~A), and then continue with the route as usual.
  • Combos that start in the corner can place a floor web without dropping. e.g. xx 236B~6B~dl.4C~C~D 5B/66B etc.
  • Usual web snare pickups will be 5B, 5C, 3C, 5B 3C, 5C 5B.
    • If only 5C is used, air series will typically exclude j.B. (e.g. 5C j.2C j.C 66B/2C)
  • Try to avoid reusing normals where they can to avoid SMP (same move proration), which affects both hitstun and damage scaling negatively.
  • If opponent is in the corner by the time you land xx > 236A after the air series, you can replace 236A~4A~A~A with 236A~4A~A~B j.A (whiff) instead for extra damage.
  • You can also use 3[C] 214C~C~A/B after a corner web snare (in exchange for the usual floor web in corner routes). This leads into Byakuya's most damaging routes, but unless going for a kill, the floor web is usually preferred for its stronger oki afterwards.
  • For weaker starters or extra stability, the air series can be excluded, picking up with 2C post-web snare instead. (e.g. 5A 5B 5C 236B~6B~4A 2C 236A~4A~A~A etc)
  • A ground bounce must be saved if letting the last rekka fully play out (236A~6A~A) before a metered ender. Can end with otg > 236A(1) > 236C/623C/etc if 2 bounces were already used.
    • Another niche ender that saves ground bounce is 236A~6A~A(cancel last rekka early) > 236C/623C.
[clr] Theory
  • The damage scaling nerf on 236X results in [st] optimal routes doing anywhere from 100-200 less damage.
  • To circumvent having to use 236X early in a route to pick up, most starters go into 2C 5C/2B 214A/B to set up the first web snare in a combo.
    • While necessary to be optimal damage-wise, this is harder to confirm into, and limits pressure options due to having to keep normals in reserve. It is more practical to use this kind of route for punish situations.
    • Unless the opponent is in the corner by the time the air series finishes, it will also only steal GRD once due to only using ground webs. Being in the corner allows use of 236X~6X~4X (air web) instead of 236X~4X (ground web).
  • 214~X~X~C had its damage scaling buffed in [clr]. Most new optimal routes will make use of this move, other than 3[C] corner routes.
    • Placement is flexible - it can be used early for corner carry after an initial web snare, or near the end of a route that has already put the opponent into corner for extra damage.
  • With the heavy CVO nerfs in [clr], the only time a CVO ender outdamages whiff VO + CS enders is with 200 meter upon CVO activation and < 30% health.

Enders

Combo Cost Location
  • Basic meterless combo ender. Poor oki, and the below ender is generally preferred for corner carry and better knockdown.
  • Meterless midscreen ender with a bit more corner carry.
  • Corner meterless ender with better knockdown. j.214C~C can be done instead of whiff j.A with Vorpal, creating a meterless "web setup".
  • Go-to metered ender.
  • Do 236A(1) 623C instead if two bounces were already used.
  • See 623C Web Set Oki below for setups afterwards.
  • 100 meter ender for kills. Not much higher minimum damage than 623C.
  • Do 236A(1) 236C instead if two bounces were already used.
  • 100 meter Vorpal strip route.
  • Requires one ground bounce. Route must usually end early (e.g. starter > air series > 66B 236A~4A~A~C VO)
  • Depending on how high VO hits, backdash is necessary to keep corner.
  • 200 meter Vorpal strip route.
  • 214A places a web on opponent, while tk.214B places one behind you, allowing for a combo off back throw.
  • 200 meter kill route with no Vorpal.
  • If done in corner, make sure to run out of corner to whiff VO.
  • If ending with IWEXS, use 236A to break the 623C cocoon beforehand.
  • 200 meter kill route with Vorpal.
  • Higher damage than CVO at > 30% health, with still comparable damage < 30% health.
  • Can be done with >150ish meter as well (for less damage), but must CS before 623C.
  • If ending with IWEXS, use 236A to break the 623C cocoon beforehand.
  • < 30% health CVO ender.
  • Filler normals can be put in before 236A(1) as desired midscreen.
  • Midscreen: cancel 236C before the last hit so IWEXS doesn't whiff.
  • Corner: cancel 236C after the last hit if you have a ground bounce left, as the last hit does the most damage.

623C Web Set Oki

Combo Cost Location

Video Tweet by @Sketched

Combos

All metered combos will assume a 623C ender is being used.

Listed meter gain is calculated pre-623C.

Damage values with Vorpal will be listed in parentheses.

Due to special move (236X/214X) and air normal ([j.B] j.C j.2C) placement the same for a route regardless of starter, abbreviated notations for each starter of a route will be listed with the normals being switched out highlighted, like so:

Example route: 5A 5B 2C 236B~6B~4A 5C j.2C j.C 66B 236A~4A~A~A 2C 236A~6A~6A 623C
               5A 2C ...(236B~6B~4A) 5C 5B j.B ...(continue route identically)

A Starters

Combo Damage Cost Meter Gain Location
  • [st] A starter with different autopilot options listed below.
5A 2C . . . 5C 5B j.B . . . = 3388 (3705)
5A 5C 2C . . . 5B j.B . . . = 3409 (3724)
5A 2C . . . = 3297 (3605)
2A 2A 2A 2C . . . = 2877 (3146)
  • Optimal 5A midscreen starter, and the foundation of [clr] routes.
  • Pretty difficult if opponent is too far away from corner.
    • With YOUR back to the corner, however, the route becomes much more stable by side-switching after 214B(~4B).
  • Web fling > dash through is recommended at tip 5A range, while 214B > dash forward is recommended at point-blank range.
  • Only steals GRD once due to only using ground webs.
  • 3C must be slightly delayed and hit just outside of point-blank range.
    • It can be replaced with 2B to make the route easier [3419 (3753)].
  • 5A corner starter that puts down a floor web.
  • 2B can be replaced with 5C for more damage, but is a very tight link.
  • 2B can also be replaced with 66B straight into 236A~4A~A~C for stability.
  • With Vorpal, 66B onward can be replaced with 236A~4A~A~B j.214C~C to create a meterless web setup.
2A 2C . . . = 3280 (3596)
2A 2A 2A 2C . . . = 2856 (3129)
  • Simple meterless web set route.
2A 2C ... = (2626)
2A 2A 2A 2C ... = (2299)
  • Meterless web set route that places a web high enough to avoid being cleared by stand blocking (except by Merkava/Enkidu) and will still combo on throw.
2A 2C ... = (2940)
2A 2A 2A 2C ... = (2523)
  • Higher damage route when opting for the j.214C~C webset ender. Will not work on 2A starters.
  • 2B can be replaced with 5C for higher damage and more a more consitent 214A~A~C, in exchange for a tighter link.
  • The tk on 214A is optional, makes the C web followup attack more consistent, and the tk.214B after less consistent (and vice versa for non-tk 214A). Pick your poison.
  • Corner route that gives up floor web in order to go into higher damage routing.
  • Note that the route starts with 5A 5B 5C, not 5A 5B 2C.

B/C/236X Starters (WIP)

Combo Damage Cost Meter Gain Location
  • [st] midscreen BnB. Works off any B/C button, with different normals being substituted in to avoid SMP.
5B 2C . . . 5C 3C . . . = 3555 (3894)
5B 5C 2C . . . 2B 3C . . .. . . 66B . . . = 3647 (3991)
66B . . . 5C 3C . . . 2C . . . = 3578 (3912)
5C 2C . . . = 3713 (4063)
2C . . . 5C 3C . . . 66B . . . = 3581 (3918)
CH2C w.2A 66B . . . 5C 3C . . . 2B . . . 66B 236A 623C = 3534 (3873)
3C 2B 2C . . . 5C 5B . . .. . . 66B . . . = 3541 (3880)
(close) 66C(8) (cancel before last hit) . . . 5C 3C . . . 2C . . . 66B . . . = 3574 (3911) (still optimal in [clr])
  • Early B rekka pickup into 214X~X~A route popularized by Clearlamp. Compromise between stability and damage, and higher damage than the below route when doing a VO strip ender (j.C 66B 236A-4A-A-C VO)
  • The dash through after the first snare is mandatory for 214B to not drop afterwards. You can use 214A instead to skip it.
5B 2C . . .. . . 66 2B . . . = 3558 (3902)
5C 2C . . . run through 3C . . . = 3721 (4078)
5C 5B 2C . . . run through 3C . . . 66 2B = 3726 (4083)
2C . . . = 3660 (4017)
3C 2B 2C . . . = 3582 (3924)
66B . . .. . .. . . j.C 2C 236A . . . = 3554 (3895)
5C 236B . . . run through 3C . . .. . . j.C 2C 236A . . . = 3740 (4101)
  • Similar route to above, but uses 214X~X~C instead of 214X~X~A for more damage. Similar to the [clr] routes in that it gets more difficult the further the opponent is from corner, but more stable otherwise.
5B 2C . . .. . . 66 3C . . . = 3605 (3951)
5C 2C . . . run through 3C . . . = 3751 (4112)
5C 5B 2C . . . run through 2B . . . 66 3C = 3742 (4099)
2C . . . = 3724 (4085)
3C 2B 2C . . . = 3609 (3954)
66B . . .. . .. . . j.C 2C 236A . . . = 3588 (3933)
5C 236B . . . run through 3C . . .. . . j.C 2C 236A . . . = 3807 (4175) (midscreen dp punish)
  • Midscreen [clr] route that excludes early 236B use. Easier than when starting with 5A, but still gets harder the closer your back is to corner.
5B 2C 5C . . . 2B . . . 3C . . . = 3642 (3998)
5B 5BB dl 5C . . . 2C . . . 3C . . . = 3631 (3987)
3C 2C 5C . . . 2B . . . 5B . . . = 3687 (4050)
  • Same route as above with a shorter ender to account for an extra ground bounce used early.
  • 236X~6X~6A(6) cancels into 623C before the last hit.
  • [st] corner BnB, sets a floor web. Recommended to learn before moving onto routes that use 214X~X~C (down below).
  • 236A~6A~4B~B~A 623C ender is super optional (but looks cool), only ~15 damage penalty from opting for 236A~6A~6A~6A 623C instead.
  • 66B onward can be done from midscreen start if opponent is in corner by then.
5B 2C . . . 5C 3C . . . = 3559 (3900)
5B 5BB 2C . . . 5C 3C . . . 66B . . . = 3539 (3879)
66B . . . 5C 3C . . . 2C . . . = 3596 (3935)
5C 2C . . . = 3722 (4076)
2C . . . 5C 3C . . . 66B . . . 2B . . . = 3619 (3961)
CH2C w.2A 66B . . . 5C 3C . . . 2B . . . 66B 236A 623C = 3547 (3887)
3C 2B 2C . . . 5C 5B . . .. . . 66B . . . = 3544 (3885)
(close) 66C (cancel before last hit) . . . 5C 3C . . . 2C . . . 66B . . . = 3596 (3936)
  • [st] corner route that forgoes a floor web for higher damage.
  • Useful when you specifically do not want to end with a floor web (e.g. Akatsuki, Enkidu)
5B 5C 2C . . . = 3791 (4153)
66B . . .. . . 2C dl.5C . . . = 3669 (4025)
5C 2C . . . 2B 5B . . . = 3795 (4159)
5C 5B 2C . . . = 3834 (4202)
5C 236B . . . 2C 2B 5B . . . = 3877 (4250)
2C . . . 2B dl.5C . . . = 3807 (4174)
  • [clr] corner floor web set route. ~50 damage gain over [st] routes.
  • The ender in this route can be done from midscreen if opponent is close to corner after the 66B. tk.214B~B~A can be used instead to shove opponent into corner if necessary.
5B 5C 2C . . . 2B 3C . . . = 3693 (4045)
5B 5BB . . . 2C 5C j.2C j.C 66B . . . = 3534 (3871)
66B . . . 5C 3C . . . 2C . . . = 3642 (3990)
5C 2C . . . 5B 3C . . . = 3750 (4110)
5C 236B . . . 2C 5B 3C . . . = 3830 (4198)
3C 2B 2C . . . 5C 5B . . . = 3587 (3934)
  • The same route as above with a 236A omitted to avoid undesirable damage scaling, but doesn't work with as many starters.
  • The ender in this route can be done from midscreen if opponent is close to corner after the 5C. tk.214B~B~A can be used instead to shove opponent into corner if necessary.
2C . . . 3C 5B . . . = 3717 (4071)
  • Meterless web set ender corner route.
  • Same route as corner A starter with an extra j.2C and 66B thrown in. Pretty difficult to consistently do; the j.2C can be omitted for a ~15 damage penalty to make the combo easier.
5B 2C . . . = (3473) [must omit j.2c]
66B . . . 2C 5C . . . 2B 236A~4A~A~B = (3473)
5C 2C . . . 2B . . . = (3613)
5C 5B 2C . . . 2B. . . = (3663)
2C . . . = (3597)

66C Starters

Combo Damage Cost Meter Gain Location
  • Far 66C confirm. Stable, but with finnicky whiffs at the beginning.
  • 214X~X~B must be whiffed in front of snared opponent, the j.A after must be whiffed under opponent (just about as you land).
  • Simpler far 66C confirm if you aren't feeling the whiffs in the above route.
  • dl.5C can be omitted for stability.
  • Double 66C route for when the first one isn't cancelled into 214C in time. Great for stray hit confirms or if you just need more time to confirm a 66C hit.
  • Omit 3C if 5B hits higher up.
  • Slightly more optimized double 66C route.
  • In the corner, you can link 66B after 66C bounces opponent off the wall into a full combo.
  • Damage is calculated from tip 66C range.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm. Uses j.B instead of j.C in air series to avoid SMP.
  • Counter hit [st] route.
  • Counter hit [clr] route.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Basic confirm off any non-counterhit air hit.
  • Reliable at just about any height and able to side switch early (66B 236A~4A 214A~A~A). j214B is used for the air web GRD drain.
5B . . . = 3344 (3665)
3C . . . = 3365 (3685)
3C dl 5B . . . = 3481 (3815)
6D j.C 5A . . . = 2847 (3115)
  • 5A air hit confirm, usually off hitting opponent out of a run up Assault.
  • [clr] style confirm off 3C air + counter hit (usually from successfully 3CAD OS'ing an Assault attempt).
  • The usual [st] route works just fine here too, albeit at a cost to damage.
  • Non-Counter Hit 3C air hit confirm.
  • 5B can be added for stability if opponent is high up in the air.
  • End of route must be replaced with 66B 236A~4A~A~A 623C if opponent is not in corner by the time 66B lands.
  • Simple 236 CS confirm. Important starter to look for with how good of an anti-air and punish tool Byakuya's 236C is.
  • Extra credit 236C CS route. Delay 214C and 5C a bit.

Other Starters

Combo Damage Cost Meter Gain Location
  • Basic throw combo that will work anywhere, including after 623C -> web setup.
  • On a 3 web setup, you can combo into the back web (tk214B) by either back throwing (4AD) or throwing and then holding 1 or 4 after.
  • Damage varies depending on web used to snare (due to SMP).
  • Recorded damage here uses 214A, any other web will do more damage (3019 [3312]).
  • Corner throw combo. For stability, 5C can be omitted and 236B can be replaced with 236A.
  • Confirm for tk.j2C OS(191CAD/171CAD). Buffer j.B so that it comes out on hit (will not come out on block after j.2C).
  • More difficult route, with stronger corner carry and damage. Delay j.B a bit compared to above route to allow for 5B pickup.
  • j.2[C] confirm that uses a different air series that excludes j.2C to avoid SMP. Hit 5C low to the ground, delay the jump cancel (but not the j.B), then delay j.A.
  • If you're not feeling it, the usual air series (5B/5C 3C j.B j.2C j.C) works just fine.
  • Niche punish for reversals that shoot opponent up in the air.
  • Works on Hyde 623C, Linne 623B/C, Orie 623C, Nanase 623B/C, Michael 623C/IW, Wagner 623B/C, Enkidu 623C, Eltnum 623B/C, and Akatsuki 22B.
. . . 66B 236A~6A~4A~A~B j.A(whiff) 66B 236B 623C = 3928 (4310) (for if you reach corner after 66B)

Videos

External Links

UNIELst Byakuya Combo Guide by iThatGuy_ and sketched

Uniclr Byakuya Preliminary Combo Doc by bickeringotters

Byakuya CLR Combo Doc by とみお



Byakuya Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-02-22 by Bm.

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Hyde
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