Under Night In-Birth/UNICLR/Londrekia

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Profile-londrekia.png

He demands. A beautiful equation to straighten the past and to lead to the future.
The same wish as maidens. For the quiet happiness. For the end to the repeated tragedies.
He loves. The morning when diamond dust glitters. The plains of silvery white.
The magician who freezes all things hopes for warm spring.

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.
The fiercely burning red flames are no exception.

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
  • Non-Demanding: Simple combo execution with a variety of routes. These routes have strong corner carry - every combo guarantees corner positioning. He also has one button reversal with FF, which is a strike invul option that can be used on reaction to telegraphed attacks or option selected during an opponent's blockstring. Londrekia can take a lot of pressure off the player who uses him.
  • Strong Mid-Range: Has pokes with versatile rekka applications. Notably, his 4C is a fully disjointed launcher that can initiate a high/low mixup at range.
  • Punishes Patient Opponents: Access to some immensely plus on block moves allows him to capitalize on overly passive opponents.
  • Freeze Guarantees Good Reward Anywhere: Projectiles freezing debuffed opponents can allow for high damage combo starters from anywhere on screen.
  • Good Okizeme: Somewhat ambiguous oki with 22A/B blossoms and extended mixup opportunities with 22C blossom.
  • GRD Thief: Access to two GRD stealing moves that can be used interchangeably once per combo.
  • Big Weak Points During Pressure: Has the lowest throw damage among the cast. His pressure ends up relying on controlling space for conditioning and whiff punishing with a lower emphasis on the threat of throw, meaning patient opponents may be more difficult to open up by traditional means. All of his meterless pressure resets are all punishable on reaction, and Rekka based mixup can be unsafe if the opponent properly shields and punishes.
  • Limited Mix-Up in some MUs: 4C is unsafe to use against characters with a horizontal reversal, making it risky to use in those matchups
  • Risky Projectiles: They are extremely committal with high recovery, making them risky to use in neutral.
  • Exploitable Defensive Tool-Kit: No EX reversals, meaning he can only cancel a special into CS or IW in response to a superflash. His meterless reversal option has no throw invul.
  • Poor Air Options: No aerial special moves leaves him with no unshieldable air to air option and no further actions after jumping other than assault
  • Weak Trait Without Vorpal: Easy to clear his debuff when he is not in Vorpal, although he has notable ways to win the GRD war to secure it.

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
  • Dare Glacial (Freeze) - On hit or block, 6B, 236X, 22X, and 623C will leave a Freeze debuff on the opponent.
    • Hitting an opponent with one of these attacks while they are in this state will have it do extra damage and leave them frozen solid, defenceless. This allows for extensions and oki setups if used during a combo and for hits from anywhere on screen to be converted into full combos.
    • Londrekia being hit by or blocking an attack will clear the debuff.
      • Note: 236X and 22X can be purple shielded to prevent the debuff (green shielding will still lead to debuff). However, 6B and 623C will always proc debuff, even on successful shield.
Vorpal Trait
  • Freeze debuff will not be removed when Londrekia blocks an attack.
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
5A
5A
UNI Londrekia 5A.png
UNI Londrekia 5A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -
Hits crouchers. A very important button in Londrekia’s pressure that outranges many 5F A normals, forcing the opponent to resort to B normals instead in order to challenge him. Also an ideal defensive poke with greater range and reward than 2A. 5A into any other normal will have a natural gap when shielded, so be mindful when the opponent has vorpal for shield > CS.
5B
5B
5B
UNI Londrekia 5B.png
UNI Londrekia 5B HB.png
Hitboxes Off
Hitboxes On
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 -
One of Londrekia’s best pokes outright and a very belligerent option to use on defense. The initial 5B is 4F active and can be used to put up a “wall” against approaches. 5B is also safe on block at range, making it a good button to end pressure on when respecting reversals. Despite the beat counter increasing by four when this move hits it actually only has two hits, with both increasing the counter by two.
5B~B
5B~B
5B~B
UNI Londrekia 5BB.png
UNI Londrekia 5BB HB.png
Hitboxes Off
Hitboxes On
5B~B
Follow-Up Attack
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
5C
5C
UNI Londrekia 5C.png
UNI Londrekia 5C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 21 36 -7 -
Londrekia summons a large shard of ice with both good reach and height. It can be difficult to hit confirm in neutral, but on counterhit, it allows for a 214[A] or 214C pickup even at max range.

Crouching Normal Moves

2A
2A
2A
UNI Londrekia 2A.png
UNI Londrekia 2A HB.png
Hitboxes Off
Hitboxes On
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
2B
2B
UNI Londrekia 2B.png
UNI Londrekia 2B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Low N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 18 30 -5 -
Londrekia's fastest low. Requires an immediate 4C to confirm for optimal damage. Because of its relatively poor frame data and stagger window, it is most often used as a passing normal in blockstrings.
2C
2C
2C
UNI Londrekia 2C.png
UNI Londrekia 2C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
11 4 25 39 -11 -
A sweep that creates a cutting icy blast. The startup is only 1F slower than 2B and the recovery is notably higher, but 2C boasts more range and safer hit confirms. Leads to a combo on counterhit when rebeated.

Air Normal Moves

j.A
j.A
jA
UNI Londrekia jA.png
UNI Londrekia jA HB.png
Hitboxes Off
Hitboxes On
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 -
Londrekia sticks his foot out for a swift aerial kick. His fastest button in the air. Surprisingly, this normal acts as a crossup. Rising jA can be used as a throw OS (9A~AD jC jB), and can be inputted again while falling if the jA whiffs (9jA jA). Assault jA will whiff on most characters, but assault jA CS is possible against taller crouching hurtboxes like Waldstein.
j.B
j.B
jB
UNI Londrekia jB.png
UNI Londrekia jB HB.png
Hitboxes Off
Hitboxes On
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 -
Staff swipe around Londrekia's body. Useful as a crossup jump normal. Hard to recommend as an assault normal, as it does not pick up without manual delay or a counterhit and is very unsafe on shield. The furthest Londrekia can reach vertically.
j.C
j.C
jC
UNI Londrekia jC.png
UNI Londrekia jC HB.png
Hitboxes Off
Hitboxes On
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 -
A spiky cluster of ice produced directly under Londrekia. Hits twice. When pressed while rising, will connect on all crouchers except Linne and Merkava. Can act as a pseudo divekick OS with 9C~AD and is followed on hit or block by jB.
j.[C]
j.[C]
jUNI Input Hold.png[C]
UNI Londrekia jC.png
UNI Londrekia jC IC HB.png
Hitboxes Off
Hitboxes On
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
Frozen Slope
フローゼンスロープ
6B
UNI Londrekia 6B.png
UNI Londrekia 6B HB.png
Hitboxes Off
Hitboxes On
6B
Frozen Slope
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
4C
4C
UNI Londrekia 4C.png
UNI Londrekia 4C HB.png
Hitboxes Off
Hitboxes On
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
4CC
4C~C
UNI Londrekia 4CC.png
UNI Londrekia 4CC HB.png
Hitboxes Off
Hitboxes On
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
3C
3C
UNI Londrekia 3C.png
UNI Londrekia 3C HB.png
Hitboxes Off
Hitboxes On
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
j.3B
j3B
UNI Londrekia j3B.png
UNI Londrekia j3B HB.png
Hitboxes Off
Hitboxes On
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]
j.3[B]
j3UNI Input Hold.png[B]
UNI Londrekia j3B.png
UNI Londrekia j3B IC HB.png
Hitboxes Off
Hitboxes On
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
66B
66B
UNI Londrekia 66B.png
UNI Londrekia 66B HB.png
Hitboxes Off
Hitboxes On
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
66C
66C
UNI Londrekia 66C.png
UNI Londrekia 66C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
896 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
14 4 24 41 -7 -
Londrekia lunges forward and shoots out a spike of ice from his hand. Has enormous vertical reach for a normal of its kind. Notably, this normal catches upback at round start, giving him a strong threat in zoner matchups. It is also one of Londrekia’s best midscreen starters. However, this normal hits twice and has no stagger window, so the Lond player must preemptively commit to a special cancel. 66C 214A is gapless on block and 66C 214[A]A picks up on an aerial hit, so 66C 214A is a decent cancel option even without resources.

Universal Mechanics

Force Function

Frozen Cleave
フローゼンクリーヴ
B+C
UNI Londrekia BC.png
UNI Londrekia BC HB.png
Hitboxes Off
Hitboxes On
B+C
Frozen Cleave
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
B+C
Frozen Cleave (Vorpal)
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

Frozen Cleave: Bisect
フローゼンクリーヴ:バイセクト
B+C~X
UNI Londrekia BC X.png
UNI Londrekia BC X HB.png
Hitboxes Off
Hitboxes On
B+C~X
Frozen Cleave: Bisect
Damage Guard Cancel Property Cost Attribute
770 Mid CS [hit only] Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
16 7 37 59 -15 -
B+C~X
Frozen Cleave: Bisect (Vorpal)
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

Throw
投げ
A+D
UNI Londrekia A D.png
UNI Londrekia AD HB.png
Hitboxes Off
Hitboxes On
A+D
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
Guard Thrust
ガードスラスト
214D
UNI Londrekia 66B.png
UNI Londrekia 214D HB.png
Hitboxes Off
Hitboxes On
214D
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
214D
Guard Thrust (Vorpal)
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
Veil Off
ヴェールオフ
A+B+C
UNI Londrekia ABC.png
UNI Londrekia ABC HB.png
Veil Off
Hitboxes Off
Hitboxes On
A+B+C
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
[A]+[B]+[C]
Veil Off (Increase)
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.
A+B+C
Cross Cast Veil Off
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
Frozen Spire
フローゼンスパイア
236X
UNI Londrekia 236A.png
236A
UNI Londrekia 236B.png
236B
UNI Londrekia 236B IC.png
236[B]
UNI Londrekia 236A.png
236C
UNI Londrekia 236A HB.png
UNI Londrekia 236A HB2.png
236A
UNI Londrekia 236B HB.png
UNI Londrekia 236B HB2.png
236B
UNI Londrekia 236B IC HB.png
236[B]
UNI Londrekia 236C HB.png
UNI Londrekia 236C HB2.png
236C
Hitboxes Off
Hitboxes On
236A
Frozen Spire (A)
Quick Projectile
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.
236B
Frozen Spire (B)
Slow Projectile
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.
236[B]
Frozen Spire (Increase B)
Short range attack
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.
236C
Frozen Spire (C)
EX Large Projectile
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
Circular Step
サーキュラーステップ
214X
UNI Londrekia 214A.png
214A
UNI Londrekia 214B.png
214B
UNI Londrekia 214C.png
UNI Londrekia 214C 2.png
214C
UNI Londrekia 214A HB.png
214A
UNI Londrekia 214A IC HB.png
214[A]
UNI Londrekia 214B HB.png
214B
UNI Londrekia 214B IC HB.png
214[B]
UNI Londrekia 214C HB.png
UNI Londrekia 214C HB2.png
214C
UNI Londrekia 214C IC HB.png
UNI Londrekia 214C IC HB2.png
214[C]
Hitboxes Off
Hitboxes On
214A
Circular Step (A)
Low Attack
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.
214[A]
Circular Step (Increase A)
Mobile Low Attack
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.
214B
Circular Step (B)
Anti-Air Attack
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.
214[B]
Circular Step (Increase B)
Anti-Air Sideswap Attack
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.
214C
Circular Step (C)
2-Hit Attack
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.
214[C]
Circular Step (Increase C)
Overhead 2-Hit Attack
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
Circular Step: 1st Follow-Up
サーキュラーステップ(※1)
214X~X
UNI Londrekia 214A.png
214X~A
UNI Londrekia 214B.png
214X~B
UNI Londrekia 214C.png
UNI Londrekia 214C 2.png
214X~C
UNI Londrekia 214XX.png
UNI Londrekia 214XX 2.png
Hydro Blading
UNI Londrekia 214XA HB.png
214A
UNI Londrekia 214XA IC HB.png
214[A]
UNI Londrekia 214B HB.png
214B
UNI Londrekia 214B IC HB.png
214[B]
UNI Londrekia 214XC HB.png
UNI Londrekia 214XC HB2.png
214C
UNI Londrekia 214XC IC HB.png
UNI Londrekia 214XC IC HB2.png
214[C]
UNI Londrekia 214XX HB.png
UNI Londrekia 214XX HB2.png
Hydro Blading
Hitboxes Off
Hitboxes On
214X~A
Circular Step: Outer Edge (※1)
Low Attack
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.
214X~[A]
Circular Step: Outer Edge (Increase ※1)
Mobile Low Attack
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.

214X~B
Circular Step: Cross Sequence (※1)
Anti-Air Attack
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.

214X~[B]
Circular Step: Cross Sequence (Increase ※1)
Anti-Air Sideswap Attack
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.

214X~C
Circular Step: Serpentine Tail (※1)
2-Hit Jumping Attack
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.

214X~[C]
Circular Step: Serpentine Tail (Increase ※1)
Overhead 2-Hit Attack
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.
214X~X
Circular Step: Hydro Blading (※1)
Repeated Button Attack
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
Circular Step: 2nd Follow-Up
サーキュラーステップ(※2)
214X~X~X
UNI Londrekia 214A.png
214X~X~A
UNI Londrekia 214B.png
214X~X~B
UNI Londrekia 214C.png
UNI Londrekia 214C 2.png
214X~X~C
UNI Londrekia 214XX.png
UNI Londrekia 214XX 2.png
Hydro Blading
UNI Londrekia 214XXA HB.png
214A
UNI Londrekia 214XXA IC HB.png
214[A]
UNI Londrekia 214XXB HB.png
214B
UNI Londrekia 214XXB IC HB.png
214[B]
UNI Londrekia 214XXC HB.png
UNI Londrekia 214XXC HB2.png
214C
UNI Londrekia 214XXC IC HB.png
UNI Londrekia 214XXC IC HB2.png
214[C]
UNI Londrekia 214XYY HB.png
UNI Londrekia 214XYY HB2.png
Hydro Blading
Hitboxes Off
Hitboxes On
214X~X~A
Circular Step: Outer Edge (※2)
Low Attack
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.
214X~X~[A]
Circular Step: Outer Edge (Increase ※2)
Mobile Low Attack
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.

214X~X~B
Circular Step: Cross Sequence (※2)
Anti-Air Attack
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.

214X~X~[B]
Circular Step: Cross Sequence (Increase ※2)
Anti-Air Sideswap Attack
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.

214X~X~C
Circular Step: Serpentine Tail (※2)
2-Hit Jumping Attack
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.

214X~X~[C]
Circular Step: Serpentine Tail (Increase ※2)
Overhead 2-Hit Attack
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.
214X~X~X
Circular Step: Hydro Blading (※2)
Repeated Button Attack
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
Snow Blossom
スノーブロッサム
236X
UNI Londrekia 22A.png
22A
UNI Londrekia 22B.png
22B
UNI Londrekia 22C.png
22C
UNI Londrekia 22A HB.png
22A/B Projectile
UNI Londrekia 22C HB.png
22C Projectile
Hitboxes Off
Hitboxes On
22A
Snow Blossom (A)
Close Flower
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.
22B
Snow Blossom (B)
Far Flower
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.
22C
Snow Blossom (C)
EX Backwards Flower
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
Frozen Vine
フローゼンバイン
623C
UNI Londrekia 623C.png
UNI Londrekia 623C HB.png
Hitboxes Off
Hitboxes On
623C
Frozen Vine
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
Hail Storm
ヘイルストーム
41236D
UNI Londrekia 41236D.png
UNI Londrekia 41236D HB.png
Average range for UNI
Hitboxes Off
Hitboxes On
41236D
Hail Storm
Damage Guard Cancel Property Cost Attribute
3024 - - - - -
Startup Active Recovery Overall Advantage Invul
1+14 5(5)150 54 228 - 1~179 Full
Londrekia summons a massive ice vortex to lift the opponent in the air and bombard them with blocks of ice. Hits the opponent anywhere on the screen.
Infinite Worth EXS
Cocytus Ice Prison
コキュートスの氷獄
A+B+C+D
UNI Londrekia ABCD.jpg
A+B+C+D
Cocytus Ice Prison
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

Rebeat Table
Attack Chain Advantage
5B/5C/2C 2A -2
2B 2A -4
X X X
Gap Table
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

001 Frosty Knight
002 Moon Shade
003 Imperial Jade
004 Bernstein
005 Tranquille Mauve
006 Prototype Executor
007 Blood Oath
008 Glacier Light
009 Assassins Edge
010 Glimpse of Devil

Customization Unlocks (2000 IP Each)

011 Antarctic Emperor
012 Cyanotype
013 Vampire Lord
014 Sherwood Shooter
015 Dokkalfar
016 Visonary Myst
017 Rosa Moyesii
018 Zeit ist Geld
019 Styx Driftice
020 Celestial Nation
021 Jung Monarch
022 Morning Dew
023 Fruhling Nacht
024 Flugel Ritter
025 Eschatos Daylight
026 Military Officer
027 Ice Magician
028 Heartless Fellow
029 End of October
030 Grape Sherbert

DLC Colors

031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Londrekia Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-11-14 by Jaytsu.

88% complete
Page Completed To-do Score

Overview

  • Hitboxes added, frame data updated.
  • Review data, make corrections if needed.
48/50
Strategy
  • Created base pages
  • Fill in Strategies
20/25
Combos
  • Created base pages
  • Start adding combos
20/25


General
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