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Under Night In-Birth/UNICLR/Londrekia/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is inputting 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

Londrekia's combo routing is very stable, but can be optimized in a wide variety of ways. Starting with the combos listed below is recommended.

  • When learning Londrekia, mission mode unfortunately cannot be recommended. The only combo in mission mode worth retaining is mission 4-3 (214[C] overhead break).

Midscreen Theory

Londrekia's combo theory is all relative to his positioning to the corner. When Londrekia carries the opponent to the corner, he can incorporate freeze (236x) specials to do more damage and steal GRD. (This info can be found in the "Corner/Freeze Theory" section.) However, when midscreen, his combo routing can be summarized as:

  • Button -> launcher -> rekka extension (214x[A]) -> button -> rekka ender (214xBC)

Londrekia has three launchers depending on his distance to the opponent: -3C (optimal) -5BB (consistent, less damage) -4C (not ideal, least damage)

Although 4C can stabilize pretty much any hit that Londrekia connects, it is the least ideal launcher and should be avoided if at all possible. With this in mind, structuring Londrekia's pressure around ways to confirm into 3C and 5BB is ideal.

Note: advanced midscreen routing usually involves linking 214C with 2B 214B[A]. In this case, the combo structure is:

  • Button -> launcher -> 214C/214[C] -> 2B OTG into rekka extension -> button -> rekka ender

Starter Combos

Combos essential to Londrekia's combo theory.

Combo Damage Cost Meter Gain Location
  • Close range BNB.
  • This is the formula for combos that begin close to Londrekia, and will work even at high prorations like 2AAA.
    • See the FAQ section for tips on common drop points.
      • Off of a single 5A, end with ...5B 2C 5C 214CBC for more damage. Also see the "midscreen to corner" section for how to optimize when close to the wall.
Combo Damage Cost Meter Gain Location

Combo for when 5A connects at tip range.

  • This route should be used from pokes when the opponent is too far away for 3C to connect.
    • Let's explain the notation "w214B~[A]." The "w" notes that the first stage of the rekka "whiffs" (misses), and the "~[A]" notes that the second stage of the rekka connects. The [] brackets show that it is the "increase" version of the rekka, so make sure to hold the button down!
Combo Damage Cost Meter Gain Location

Combo for mashing out of the opponent's pressure

  • This route connects everywhere on screen and regardless of the opponent's height. It is used when Londrekia is cornered and wants to mash out of the opponent's pressure using 5BB. This combo carries the opponent from one corner to the other.
Combo Damage Cost Meter Gain Location

Assault starter

  • Note that this combo is the same close-range 5A combo, but will feel a little tighter to execute because of the higher proration.
Combo Damage Cost Meter Gain Location
  • Unfortunately, if Londrekia wants to use 2B, it must be connected immediately to 4C in order to retain a good combo route incorporating j[C] 66B. 2B 2C is a common beginner habit that should be broken if possible.
Combo Damage Cost Meter Gain Location

4C starter

  • The ideal combo from a 4C starter. There are many ways to convert 4C. However, if 4C is being used as a poke in neutral, 214C is the best way to pick up.

Corner/Freeze Theory

Londrekia benefits greatly from the corner. The corner allows him to use 236[B] in his routing, which applies freeze debuff to the opponent. After debuff has been applied, 236A (or another 236[B]) will freeze the opponent. This freeze state can be used both as a combo extension or as a way to set up for blossom (22x) oki. When used as a combo extension, Londrekia uses 6B to steal GRD from the opponent. The opponent loses half a block and Londrekia gains half a block for a total swing of one GRD block in Londrekia's favor.

The most common way to connect 236[B] is after 66B. 66B can be used after j[C] or j3[B]. 236[B] can also be connected after 5BB. Which launcher to use - j[C], j3[B], or 5BB - depends on the combo starter and proration. However, an early confirm to 3C 7j3[B] is often optimal, so there is value in learning the 7j3[B] input.

Because of Londrekia's generous corner carry, many launchers can move the opponent from midscreen into the corner. It is valuable to keep in mind the distance from the corner so that freeze routing can be incorporated even in midscreen confirms. Here are two examples:

3C j[C] 66B 214[B][A] 5BB 236[B] (ender)

4C 214C 2B 214B[A] 3C j[C] 66B 236[B] (ender)

In the first example, 5BB can be used after the rekka extension for the freeze. In the second example, 66B connects close enough to the corner to connect 236[B] instead of a rekka ender. The hitbox on 236[B] is particularly generous, so take note of when these opportunities arise.

Midscreen to corner

Combos that can carry the opponent to the corner from round start positioning.

Combo Damage Cost Meter Gain Location

tip 5A starter

  • Reminder: "w214B~[A]" means whiffing the first stage rekka and connecting the second stage rekka.
Combo Damage Cost Meter Gain Location

close 5A starter

  • Tip: the goal is to keep the opponent as low to the ground as possible after the rekka extension. Timing on the rekka extension, 5BB followup, and delaying 236[B] slightly all help to keep the opponent low. Dashing after 236[B] also helps in connecting the 2C.
    • Optimization: after 236[B], use delayed 66C > delayed 236A for ~50 more damage.
Combo Damage Cost Meter Gain Location

close 5A starter

  • Same combo with more damage from a raw 3C starter. When used as an antiair, it is recommended that j[C] be inputted as a neutral jump (8 j[C]).
    • Optimization: after 236[B], use delayed 66C > delayed 236A for ~30 more damage.
Combo Damage Cost Meter Gain Location

5BB starter

Combo Damage Cost Meter Gain Location

2C starter (mid-range)

  • A 2C starter that is easily hit-confirmable at most ranges and leads to good damage without the use of 4C. Consider delaying the 214x[A] after the opponent has been pushed back by 214C for additional corner carry. Consider using in place of 2B when possible.
    • Optimization: after 236[B], use delayed 66C > delayed 236A for ~70 more damage.
Combo Damage Cost Meter Gain Location

4C starter

  • Ideal 4C confirm into freeze routing from round start distance.
    • Optimization: after 236[B], use delay 66C > delay 236A for ~25 more damage.
Combo Damage Cost Meter Gain Location

66C starter

  • One of Londrekia's best midscreen starters, only topped by niche 3C optimizations.
    • Delay both the 5BB followup and 236[B] slightly for consistency.

Corner

FAQ

How do I do x?

Delay x buttton

Enders

Combo Cost Location
  • Steals GRD (+.5 block for Londrekia, -.5 block for opponent), optimal meterless damage ender
  • Best meterless freeze ender for 22A oki
  • Steals GRD (+.5 block for Londrekia, -.5 block for opponent), highest damage EX special
  • Fastest EX special, can link after rekka enders without consuming a ground bounce. If proration allows, combos can be ended in rekka > 236C > 214BC for a knockdown.
  • Fullscreen attack, air blockable. Does 3024 base damage as a reversal.

Videos

External Links

https://www.youtube.com/watch?v=6jdiycnOt_A - Recommended resource for optimal combos. Debuff optimizations are included. Use the timestamps in the description to navigate to the starter you want to learn about.

https://docs.google.com/document/d/1ENle_98jPqElptabFMtN8S5EiCSLTr6gZ-QAi3ktyCI/edit - Combo doc with some basic concepts for most starters. Recommended for any new players that want to avoid being overwhelmed.

https://docs.google.com/document/d/1ZlWXU3n4hGx4SMthIgSTAtoMK5WW_zGj84gsy5SdDNQ/edit - A doc that covers many starters, but is not always optimal.

https://youtu.be/Y1HDBbzH8iQ - A video covering many rekka (214x) starters. Covers many niche rekka starters, but is not always optimal.


Londrekia Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-04-30 by Foxof42.

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