Under Night In-Birth/UNICLR/Londrekia
“ |
He demands. A beautiful equation to straighten the past and to lead to the future. |
” |
Story
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. |
” |
Gameplay
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.
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10100 | 5A 5B 4CC 214ABC 236C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1200 | -900 | 4 | |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2000 | 150 | 4200 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
3 | 26 | -36000 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
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Vorpal Trait |
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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 SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = 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 Normal Moves
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 13 | 20 | -3 | - |
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
468 | Mid | N, SP, EX, CS, UNQ [whiff OK] | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 22 | 34 | -5 | - |
5B~B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
760 | Mid | SP, EX, CS | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 24 | 36 | -9 | - |
A follow up thrust. 5B can be whiff canceled to the 5BB followup, which is Lond’s furthest-reaching poke. It wall bounces for a pickup anywhere on screen and will trade for a full combo against other pokes. Use it to hit confirm from 5B.
- Cannot be cancelled into a normal for reverse beat on block, although will go gapless into 214A/B if not shielded. If shielded, special cancels are vulnerable to horizontal reversals.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 21 | 36 | -7 | - |
Crouching Normal Moves
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
Not a low. Because it is a mid 2A with a relatively poor stagger window, it is best used as a rebeat to make 5B/C normals -2. It is also -2 on block, allowing for the same pressure strategies as 214A when spaced appropriately. For a more in-depth explanation of its applications, see the Blockstring section.
- When mashing out of pressure, it’s more ideal to use 5A for both better range and proration.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Low | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 18 | 30 | -5 | - |
2C
Air Normal Moves
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 14 [2 on landing] |
27 | Varies | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 17 [3 on landing] |
31 | Varies | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
627 | High, Air Shield | N, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 19 [4 on landing] |
33 | Varies | - |
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
737 | High, Air Shield | N, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 16 [4 on landing] |
39 | Varies | - |
A BIGGER spiky cluster of ice under Londrekia. Hits twice. A fantastic air to ground option due to its vertical reach. Consumes an OTG on hit.
- Note that j[C] while rising can be shielded for a 6F punish, but it’s possible to cancel the second hit of j[C] using j3[B]. This will whiff on the opponent and carry Lond down to the ground faster, making the first hit of j[C] +1 on block. This is an ideal way to bait out a green shield from the opponent and can act as a pressure reset against other 6F A normal characters.
Command Normals
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
790(1039) | Mid | - | Freeze, GRD Steal, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
31~43 | 2 | 14~18 | 45~63 | +28~+33 | - |
Londrekia throws his weapon towards the opponent, it releases a burst of freezing energy when it reaches them. On hit or block, a giant ice crystal will momentarily appear around them. Although rewarding on hit or block, this is always very dangerous move to throw out as it is easy to evade and punish, a very greedy pressure option. Can be used during enders to help win vorpal.
- Startup is range dependant.
- Londrekia gains half a block of GRD on hit or block.
- Opponent loses one and a half blocks of GRD on hit, and half a block on block.
- Huge advantage makes it easy to start your turn after this is blocked, running straight up to the opponent and pressing 5A is gapless.
- If poorly timed on the opponent's approach, they will be able to dash straight through it.
- Will not touch airborne opponents making it easy to jump over.
- No cancel options.
4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
744 | Mid | SP, EX, CS, UNQ | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 4 | 25 | 43 | -13 | - |
Londrekia takes a step back and summons a massive ice crystal in front of him. The huge disjoint on this move gives it applications in neutral, offense, and defense, but it is a risky option to use if the opponent has a horizontal reversal available. In addition to controlling space, it initiates a high/low between the overhead follow up or low rekka.
- Cannot be reverse beat
- Only gapless options on block are 214B, 236C, and 236A at shorter ranges.
- Vatista can punish all of the post-4C gaps with C flashkick.
4CC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | High | SP [hit only], EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 7 | 21 | 46 | -7 | - |
A block of ice falls onto the opponent from above. Hits overhead after a small natural gap.
- Minus on block without resources to cancel it. Can be spaced to remain safe, but may still be subject to counterplay like fast-advancing moves like Akatsuki 6C or projectile deletion like Wagner’s Force Function.
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 25 | 41 | -11 | 9~16 Head |
Londrekia gets low to the ground and summons an ice crystal behind him. Anti-Air and launcher. Confirms easily into neutral j.[C] even without counterhit.
- Head invulnerability in the latter parts of the move.
j.3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | Mid, Air Shield | - | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 12 [3 on landing] |
28 | Varies | - |
Londrekia's longest aerial poke, and one that is often substituted for assault in neutral. It is not an overhead (but this means the opponent does not gain a GRD block from blocking it). J3B alters Londrekia’s jump arc downward, giving it a “short hop” effect that can go over certain pokes and projectiles with minimal recovery.
- Does not cancel into normals.
j.3[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | Mid, Air Shield | - | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 5 | 12 [4 on landing] |
35 | Varies | - |
Wallbounces. 3C 7j.3[B] 66B is a staple for corner combos. Can combo into 66C or raw 214[B] midscreen.
- Both versions of j3B are noticeably disjointed at the tip, and this can be especially useful for the increase version, as Lond can tag certain buttons at range and easily confirm for a full combo. Has many MU-specific applications.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
960 | Mid | SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 2 | 23 | 40 | -6 | 13~17 Head |
A big anti-air kick with icy flare. Huge vertical reach. Used primarily in combos.
- Surprising flash of head invulnerability. Has the most amount of blockstun of Londrekia’s normals, allowing for better applications of first stage 214[B].
66C
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
770 | Mid | CS [hit only] | Launch | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 37 | 52 | -23 | 1~12 Strike, 7~13 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
770 | Mid | CS [hit only] | Launch | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 37 | 52 | -23 | 1~12 Strike, 7~13 Head |
Londrekia strikes a stiff pose and summons a huge ice spike.
- One button reversal though is not throw invulnerable.
- Has a deceptively small hitbox which does not include a significant portion of the tip of the ice.
- Can use chain shift after the first attack to get a prorated combo.
Force Function Follow-Up
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
770 | Mid | CS [hit only] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 7 | 37 | 59 | -15 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
770 | Mid | CS [hit only] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 7 | 37 | 59 | -15 | - |
Londrekia thrusts his arms down for a follow up attack from the air.
- Has a 14 frame gap on block until the follow up can come out.
- Follow up is not an overhead.
- Follow up will autocorrect in the rare case it hits someone crossing up(Can be seen with Vatista 66C)
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1432 | Unblockable | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 22 | 26 | +35 | - |
Londrekia uses an icy vortex to briefly launch the opponent straight into the air then follows up with another. Bugged in the current version, leading to low damage. Cannot get a combo off of it, and oddly does not interact with Freeze at all.
Will do more damage if 22x fires during the throw animation. Set up most commonly with button > 22B CS > throw or 22C > throw.Guard Thrust
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 |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | Vorpal | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -12 | 1~12 Full, 13~42 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 7 (3 on hit) on landing | 58 (53 on hit) | -13 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | 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.
- Including in the air.
- 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
818(976~990) | Mid, Air | EX [whiff OK], CS [whiff OK] | Freeze, Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 11 | 22 | 47 | -7 | - |
Londrekia summons a cluster of ice shards and sends them flying. As a traditional projectile, it’s unimpressive, but because of Freeze, landing a hit is very rewarding.
- 236A is relatively easy to jump or even assault over and has relatively high recovery.
- The opponent can shield Londrekia’s projectiles to prevent the debuff from being applied. If debuff is applied, it can be removed by forcing Londrekia to block if he is not in vorpal.
- Freeze damage is subject to distance proration.
- Main way of ending a combo on a debuffed opponent with them frozen, giving you more time to set up oki.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1014(1252) | Mid, Air | CS [whiff OK] | Freeze, Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
35 | 19 | 8 | 61 | +9 | - |
236B hits three times and is very plus on block, but at the cost of significantly more startup than 236A.
- Still relatively easy to jump over, but has applications in counter-zoning in projectile wars.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1014(1252) | Mid, Air | CS [whiff OK] | Freeze, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
35 | 18 | 4 | 56 | +14 | - |
236[B] has the same startup as the B version, but does not send out a projectile. Instead, the projectile explodes, giving even more advantage on block.
- Naturally lends itself to use up close. Like a toned down 6B, this move functions as a greedy pressure reset.
- Will catch opponents trying to jump over 236B, setting up for an air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1681(1884) | Mid, Air | CS [hit only] | Freeze, Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+11 | 30 | 29 | 69 | +17 | 1~3 Throw |
236C is an even faster and stronger projectile. Cancelling into this move is a crucial part of Londrekia's kit.
- Cancelled into from other 236X moves in order to end a combo with a frozen opponent in situations where this would not be possible otherwise.
- Turns many otherwise unsafe moves into pressure extenders, notably 4C, 44C, and rekkas.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
Londrekia's rekka series. Londrekia will skate towards the opponent while unleashing twirling attacks. This series has great corner carry.
- 214A hits low and is safe on block at -2. Gapless in blockstrings after 5B and C normals.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 17 | 40 | -2 | - |
214[A] hits low and will launch the opponent, preventing the use of an OTG. A good starter.
- Additional mobility makes it useful for combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 2 | 23 | 37 | -7 | 11~14 Head , Dive |
214B has the fastest startup, making it a gapless option after 4C at closer ranges. 214B has head and dive invul properties that make it a great option as a midrange antiair.
- Has a side swap property just like the increase version, but requires a setup like point blank 4C for it to work.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 2 | 23 | 49 | -7 | 24~26 Head, 21~26 Dive |
214[B] has additional range on both sides.
- Can swap sides with the opponent. Useful for baiting VO.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510, 510 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3(6)2 | 20 | 49 | -4 | 12~29 Foot |
214C is a jumping double kick.
- Useful for both low crushing pokes and covering air space in front of Lond.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
535, 535 | High | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 3(2)2 | 20 | 55 | -4 | 12~35 Foot |
214[C] is a jumping double kick that hits overhead.
- Has impressive hurtbox retraction that allows it to fly over many attacks.
- Only the second hit can be CSd.
- The second hit is only an overhead if the first hit whiffs.
214X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Low | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
The second hit in the rekka series. Londrekia will do the same attack as the initial Circular Step version for that button. If the same button as the initial attack is pressed, Hydro Blading will be done instead.
- 214X~A is a low kick.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Low | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 17 | 40 | -2 | - |
214X~[A] is a low kick that travels further.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 23 | 38 | -7 | 11~15 Head , Dive |
214X~B acts as a side swapping attack with much faster startup than the increase version. Can even be used to bait DPs with the correct setup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 2 | 23 | 48 | -7 | 23~25 Head, 21~26 Dive |
214X~[B] travels further, but is slower to swap sides with the opponent, making it more vulnerable to reversals. Still useful for baiting VO.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1021 | Mid | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3(4)3(6)2 | 20 | 49 | -4 | 6~29 Foot |
214X~C can high profile many attacks.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1142 | High | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 3(4)2 | 20 | 55 | -4 | 6~35 Foot |
214X~C hits overhead.
- Only the second hit can cancel into CS.
- The second hit is only an overhead if the first hit whiffs.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390, 390 | Low | EX [whiff OK], CS [whiff OK], UNQ [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3(21)5 | 16 | 53 | -3 | - |
Double low sweep. Very fast in the midrange when used as 214BB.
- Hydro Blading can only be used if the button pressed is the same as the previous button in the series (214A~A, 214B~B, 214C~C).
- Only the second hit can cancel into CS.
214X~X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
994 | Low | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 2 | 18 | 36 | -2 | - |
The third and final hit in the rekka series. The same moves as Circular Step, but an icy vortex makes them flashier and more powerful when they hit. If they do not hit, the vortex does not come out.
- Most of the 2nd Follow-Up options have worse advantage on block than earlier, making them more unsafe.
- 214X~X~A and 214X~X~[A] are the safest options to end the series on block with, as they retain their safe advantage from earlier inputs.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1014 | Low | EX [whiff OK], CS [whiff OK] | Launch | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 3 | 17 | 39 | -2 | - |
214X~X~[A] is a low kick that travels further.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1117 | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 23 | 38 | -10 | 11~15 Head , Dive |
214X~X~B hits as a side swap attack at close range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1137 | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 2 | 23 | 48 | -10 | 23~25 Head, 21~26 Dive |
214X~X~[B] travels further as a side swap, but is slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1369 | Mid | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3(4)3(6)2 | 20 | 49 | -14 | 6~29 Foot |
214X~X~C can high profile many attacks.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1436 | High | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 3(6)2 | 28 | 65 | -14 | 6~35 Foot |
214X~X~C hits overhead. A relatively fast overhead at 25F.
- Only the second hit can cancel into CS.
- The second hit is only an overhead if the first hit whiffs.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
395, 395 | Low | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 3(21)5 | 21 | 56 | -8 | - |
Double low sweep.
- Hydro Blading can only be used if the button pressed is the same as the previous button in the series (214X~A~A, 214X~B~B, 214X~C~C).
- If Hydro Blading was already used as the 1st follow-up, the 2nd follow-up will simply be the associated attack for that button (i.e. 214A~A~A will give Circular Step A > Hydro Blading > Outer Edge). You cannot follow up Hydro Blading with Hydro Blading.
- Only the second hit can cancel into CS.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
646(903) | Mid, Air | CS [whiff OK] | Freeze | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
65 | 7 | 46 | 44 | - | - |
Londrekia sets an ice flower which shoots out a beam after a brief moment. Used for oki when a combo ends with a frozen opponent. Can be used as a defensive barrier/zoning tool.
- More blossoms cannot be summoned if one is already out.
- Blossoms will linger for a short while after shooting.
- A and B version blossoms can be easily destroyed by any attack with a strike property.
- Londrekia being hit will destroy the blossom.
- Blossom itself does not have a hurtbox.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
646(903) | Mid, Air | CS [whiff OK] | Freeze | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
53 | 7 | 53 | 51 | - | - |
The ice flower spawns further away from Londrekia.
- Tiny blockstun.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1419(1634) | Mid, Air | - | Freeze | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+94 | 53 | 46 | 34 | - | 1~3 Throw |
A large ice flower is set further away facing Londrekia, and fires multiple projectiles.
- The projectile does not actually hit behind the opponent, meaning it can be blocked without switching directions.
623C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1952(2143) | Mid | CS [hit only] | Freeze, GRD Steal | 100 EXS | Object |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+28 | 22 | 11 | 61 | +32 (+76 on hit) | 1~3 Throw |
Londrekia focusses and the same large ice crystal from 6B will appear underneath the opponent from anywhere on screen. Might seem like a fantastic fullscreen punish, but the long startup (slower than 236C) and total lack of invuln give it limitations. Somewhat functions as an EX version of 6B. Will allow Londrekia to start pressure on block or get a combo on hit (frozen or not).
Using it from neutral is best advised when trading 236A with other projectiles. If the 623C connects on its own, it is a very good starter.
- Both hit and block with give Londrekia one block of GRD.
- Attack will drain two blocks of GRD on hit, and one on block.
- Ice crystals will appear even underneath airborne opponents and will catch vertical jumps and short range assaults. Can be avoided with air assault.
- The blockstun is the same as 6B.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3024 | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | 5(5)150 | 54 | 228 | - | 1~179 Full |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3750 | 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 |
Londrekia 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
Attack | Chain | Advantage |
---|---|---|
5B/5C/2C | 2A | -2 |
2B | 2A | -4 |
X | X | X |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C | 1 |
5A/2A | 4C | 4 |
5C/2C | 5B(w)5BB | 5 -12 |
Videos
External Links
https://docs.google.com/document/d/1LIEwnpK9wiVfwQuYkNkGxPitWBO6WaTF5_LBvLC9s_U/edit?usp=drivesdk A doc with a collection of Londrekia resources.
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Londrekia Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-11-14 by Jaytsu.
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Strategy |
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Combos |
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