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Under Night In-Birth/UNICLR/Londrekia
He demands. A beautiful equation to straighten the past and to lead to the future.
A young man who belongs to Ritter Schild, a support organization which works under the Licht Kreis. Long ago, after being betrayed by a "certain man" working for the Licht Kreis, the male members position in the organization weakened and they were driven into a corner.
In order to clear this long-standing, distorted relationship the Ritter Schild carefully trained their most outstanding member as a secret weapon and rival to Wagner, the strongest in Licht Kreis. He seems hostile to Licht Kreis but holds the same ideals as them. The young man wishes to prevent the tragedies caused by the manifestation.
Everything shall be guided into the untainted ice coffin.
Londrekia is a mid-range rekka character with grounded projectiles and limited oki/setplay. His freeze mechanic can be used to extend combos, set up oki, or threaten the opponent in neutral. Once he has his debuff active on the opponent, pokes becomes much more rewarding with a stray projectile hit leading to a full combo. Londrekia also possesses some of the best corner carry in UNI and can spend meter to lock the opponent down on wakeup for a mixup, allowing him to easily snowball his neutral hits into corner setplay.
Londrekia is a beginner difficulty character with accessible routing and tools. However, excelling with this character requires spacing, conditioning, and calculated risk-taking.
|Health||Smart Steer Route|
|10100||5A 5B 4CC 214ABC 236C|
|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|
|Throw Width (pixels)||Throw Range (pixels)|
|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)
TH = Throw Cancelable
(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
Circular Step: 1st Follow Up
Circular Step: 2nd Follow Up
Infinite Worth EXS
Cocytus Ice Prison
Notable Rebeats and Gaps
https://docs.google.com/document/d/1ENle_98jPqElptabFMtN8S5EiCSLTr6gZ-QAi3ktyCI/edit - Combo doc with some basic stuff for every starter.
https://docs.google.com/document/d/1ZlWXU3n4hGx4SMthIgSTAtoMK5WW_zGj84gsy5SdDNQ/edit - More detailed, optimized stuff. WIP.
Customization Unlocks (2000 IP Each)
Londrekia Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-25 by Foxof42.