Under Night In-Birth/UNICLR/Byakuya/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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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 |
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2A 2B 2C 236A~dl.4A 66B 236A~4A~A~A 66B 236A~6A~6A | 2354 (2569) | 50.01 Opp: 40.55 |
Anywhere | |
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). | ||||
2A 2A 2C 236B~6B~dl.4A~A land j.2[C] j.214B~B~B j.A(whiff) 66B 236A~6A~6A | 2545 (2780) | 55.09 Opp: 47.60 |
Anywhere | |
Mission 4-1, ol' reliable. Go-to route if unsure of starter. | ||||
2B 2C 236B~6B~4A 5B 3C j.B j.2C j.C 66B 236A~4A~A~A 2C 236A~6A~6A (623C) | 3096 [3513] (3385 [3843]) | 0 [100 EXS] | 73.18 Opp: 60.18 |
Anywhere |
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). | ||||
4AD (web hit) 3C j.2C j.C 2C 236A~4A~A~A 66B 236A~6A~6A (623C) | 2686 [3019] (2946 [3312]) | 0 [100 EXS] | 55.39 Opp: 50.28 |
Anywhere |
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
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 |
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236A~6A~6A | Anywhere | |
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236A~4A~A~A | Midscreen | |
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236A~4A~A~B > j.A(whiff) or j.214C~C | Corner | |
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236A~6A~6A 623C or 236A~4A~A~A 623C | 100 EXS | Anywhere |
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236A~6A~6A 236C | 100 EXS | Anywhere |
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236A~4A~A~C VO (44) | 100 EXS | Corner |
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236A~6A~6A 623C > run out 214A VO or tk.214B VO | 200 EXS | Corner |
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236A~6A~6A 623C w.VO > IW or 236A IWEXS | 200 EXS | Anywhere |
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236A~6A~6A 623C w.VO CS 236A 623C > IW or 236A IWEXS | 200 EXS, Vorpal | Corner |
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236A~4A~A~C CVO 623C (run up) 236A(1) 236C IWEXS | 200 EXS, Vorpal | Anywhere |
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623C Web Set Oki
Combo | Cost | Location |
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623C TK.214BBD 214A | 100 EXS | Midscreen
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623C 214A dash TK.214BBD | 100 EXS | Midscreen
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623C 214BBD 214C | 100 EXS | Midscreen
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623C dash 214B TK.214A | 100 EXS | Corner
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623C TK.214BB 214B | 100 EXS | Corner
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623C dash 214B 623[A] | 100 EXS | Corner
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623C dash 214BBD TK.214B | 100 EXS | Corner |
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 |
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5A 5B 2C 236B~6B~4A 5C j.2C j.C 66B 236A~4A~A~A 2C 236A~6A~6A 623C | 3364 (3680) | 100 EXS | 68.48 | Anywhere |
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5A 2C 5C 214B(~4B dash through) 3C 214A~A~C 66 5B j.B j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3477 (3816) | 100 EXS | 72.15 Opp: 63.42 |
Midscreen |
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5A 5B 2C 236B~6B~4C~C~D 2B j.2C j.C 66B 236A~4A~A~C tk.214B~B~B j.A(whiff) 66B 236A 623C | 3360 (3683) | 100 EXS | 67.86 Opp: 66.28 |
Corner |
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5A 5B 2C 236B~6B~4C~C~D 66B 236A~4A~A~B j.214C~C | (2758) | 42.11 Opp: 32.64 |
Corner | |
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5A 5B 2C 236B~6B~4C~C~D 66B 236A~4A~A~C tk.214B~B~B j.214C~C | (3032) | 49.52 Opp: 43.52 |
Corner | |
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5A 5B 2C 236B~6B~4C~C~D 2B (tk.)214A~A~C tk.214B~B~A 236A~4B~B~B j.214C~C | (3202) | 54.55 Opp: 52.27 |
Corner | |
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5A 5B 5C 236B~6B~4C~C 3[C] 214C~C~A 2B j.2C j.C 66B 236A~4A~A~B j.A(whiff) 66B 236A 623C | 3500 (3837) | 100 EXS | 73.65 Opp: 70.03 |
Corner |
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B/C/236X Starters (WIP)
Combo | Damage | Cost | Meter Gain | Location |
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2B 2C 236B~6B~4A 5B 3C j.B j.2C j.C 66B 236A~4A~A~A 2C 236A~6A~6A 623C | 3513 (3843) | 100 EXS | 73.18 Opp: 69.04 |
Anywhere |
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2B 2C 236B~6B~4A run through 5C 214B~B~A 66 5B 5BB j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3545 (3885) | 100 EXS | 73.53 Opp: 70.58 |
Anywhere |
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2B 2C 236B~6B~4A run through 5C 214B~B~C 66 5B j.B j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3575 (3919) | 100 EXS | 73.08 Opp: 71.24 |
Anywhere |
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2B 2C 5C 214B~4B dash through 3C 214A~A~C 66 5B j.B j.2C j.C 66B 236A~4A~A~A 66B 236B 623C | 3607 (3962) | 100 EXS | 74.60 Opp: 63.60 |
Midscreen |
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CH2C w.2A 66 5B 5C 214B~4B dash through 2B 214A~A~C 66 3C j.B j.2C j.C 66B 236A~6A~6A(6) 623C | 3637 (3986) | 100 EXS | 68.57 Opp: 62.83 |
Anywhere |
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2B 2C 236B~6B~4C~C~D 5B 3C j.B j.2C j.C 66B 236A~4A~B~B j.A(whiff) 2C 236A~6A~4B~B~A 623C | 3522 (3856) | 100 EXS | 75.57 Opp: 73.11 |
Corner |
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5B 2C 236B~6B~4C~C 3[C] 214C~C~A 2B j.2C j.C 66B 236A~4A~A~B j.A(whiff) 66B 236A 623C | 3655 (4009) | 100 EXS | 72.41 Opp: 70.37 |
Corner |
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5B 2C 236B~6B~4C~C~D 5C 3C j.B j.2C j.C 66B 236A~4A~A~C tk.214B~B~B j.A(whiff) 66B 236A 623C | 3602 (3950) | 100 EXS | 75.77 Opp: 72.08 |
Corner |
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2B 2C 236B~6B~4C~C~D 5B 3C j.B j.2C j.C 5C 214A~A~C tk.214B~B~B j.A(whiff) 236A~6A~6A(6) 623C | 3613 (3956) | 100 EXS | 74.12 Opp: 75.85 |
Corner |
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2B 2C 236B~6B~4C~C~D 5C 214A~A~C 7 j.2C j.214B~B~A 66B 236A~4B~A~B j.214C~C | (3470) | 64.52 Opp: 60.63 |
Corner | |
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66C Starters
Combo | Damage | Cost | Meter Gain | Location |
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66C(8) 214C~C~B(whiff) j.A(whiff) 2C 236B~B~4A~A~C 66 3C j.B j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3465 (3797) | 100 EXS | 75.12 Opp: 72.02 |
Midscreen |
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66C(8) 214C~C~dl.C 66 3C j.B j.2C j.C 2C dl.5C 236A~4A~A~A 66B 236B 623C | 3420 (3753) | 100 EXS | 69.18 Opp: 54.62 |
Midscreen |
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66C 66C(8) 214C~C walk back 5B 3C j.B j.2C j.C 2C 236A~4A~A~A 66B 236B 623C | 3043 (3337) | 100 EXS | 71.29 Opp: 55.99 |
Midscreen |
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66C 66C(8) 214C~C walk back 5C j.2C j.C 2C 236B~6B~4A~A~A 66B 236A 623C | 3128 (3431) | 100 EXS | 70.39 Opp: 56.66 |
Midscreen |
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66C link 66B 236B~6B~4C~C~D 5C 5B j.B j.2C j.C 2C 236A~4A~B~B j.A(whiff) 66B 236A 623C | 3432 (3760) | 100 EXS | 74.92 Opp: 64.28 |
Corner |
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D j.C 5A 5B 2C 236B~6B~4A 5C j.2C j.B 66B 236A~4A~A~A 66B 236A~6A~6A 623C | 3094 (3384) | 100 EXS | 69.08 Opp: 65.92 |
Anywhere |
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CH/GRD Break 6D j.C 5A 5B 5C 2C 236B~6B~4A~A 2B 3C j.B j.2C j.C 66B 236A~4A~A~A 66B 236A~6A~6A 623C | 3642 (3991) | EXS | 83.86 Opp: 76.27 |
Midscreen |
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CH/GRD Break 6D j.C 5A 5B 5C 2C 236B~6B~4A~A 2B 214B~B~C 66 3C j.B j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3642 (3991) | EXS | 83.86 Opp: 76.27 |
Midscreen |
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A (air hit) 5B j.B j.2C j.C 66B 236B~dl.4A 9 j214B~B~A 2C 236A~6A~6A 623C | 3182 (3482) | 100 EXS | 59.05 Opp: 53.20 |
Anywhere |
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5A (air hit) 5B j.B j.2C j.C 5C 214B 66 2C 236B~B~4A~A~dl.A 66B 236A~6A~6A 623C | 3361 (3679) | 100 EXS | 66.95 Opp: 63.34 |
Anywhere |
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CH3C (air hit) w.2A 2C dl.5C 214B~B run through 2B 214A~A~C 5B j.B j.2C j.C 66B 236A~4A~A~A 66B 236B 623C | 3687 (4050) | 100 EXS | 75.00 Opp: 65.62 |
Midscreen |
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3C (air hit) (dl.5B) j.B j.2C j.C 2B dl.2C dl.5C 214B~B run through 236B~6B~4A~A~dl.A 66B 236A~4A~A~B j.A(whiff) 66B 236A(1) 623C | 3587 (3936) | 100 EXS | 76.49 Opp: 70.27 |
Midscreen |
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236C (CS) 66 2C 5C 236B~6B~4A 5B 3C j.B j.2C j.C 66B 236A~4A~A~A 2B 236A~6A~4B~B~B j.A(whiff) | 4376 | 100 EXS, Vorpal | 9.89 Opp: 79.38 |
Midscreen |
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236C (CS) 66 3[C] 214C~C run through 2C 5C 214B~B~C 66 5B j.B j.2C j.C 66B 236A~6A~4B~B~B j.A(whiff) | 4477 | 100 EXS, Vorpal | 9.64 Opp: 70.39 |
Midscreen |
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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Throw (web snare) 3C j.2C j.C 2C 236A~4A~A~A 66B 236A~6A~6A 623C | 2988 (3278) | 100 EXS | 55.22 Opp: 50.06 |
Anywhere |
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Throw (web snare) 3[C] 214C~C~A 2C dl.5C 236A~4A~A~B j.A(whiff) 66B 236B 623C | 3121 (3424) | 100 EXS | 53.41 Opp: 49.98 |
Anywhere |
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j.2C j.B 2B 2C 236B~6B~4A 5C 214A~A~A 66B 236A~6A~6A 623C | 3564 (3904) | 100 EXS | 62.28 Opp: 58.74 |
Anywhere |
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j.2C j.B 5B 2C 236B~6B~4A 5C 214A~A~A 66 2B j.2C j.C 66B 236A~4A~A~A 66B 236A 623C | 3642 (3989) | 100 EXS | 78.07 Opp: 71.17 |
Anywhere |
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j.2[C] 2C 236B~6B~4A 5C j.B j.A j.C 66B 236A~4A~A~A 2C 236A~6A~6A 623C | 3582 (3918) | 100 EXS | 72.96 Opp: 68.74 |
Anywhere |
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5C 3[C] 214C~C run through 2C 2B 214B~B~C 66 5B j.B j.2C j.C 66B 236A~4A~A~A 66B 236B 623C | 3897 (4280) | 100 EXS | 80.77 Opp: 72.59 |
Anywhere |
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Videos
External Links
UNIELst Byakuya Combo Guide by iThatGuy_ and sketched
Uniclr Byakuya Preliminary Combo Doc by bickeringotters
Byakuya Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-02-22 by Bm.
46% complete | ||
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Page | Completed | To-do | Score |
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45/50 | |
Strategy |
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0/25 |
Combos |
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1/25 |