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 Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
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 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

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).
  • The combos listed on this wiki are from the most common and practical starters from Londrekia's normals. However, a much more thorough combo resource can be found in the video linked below. Created by Tukibito, the 30-minute video is timestamped with virtually every starter with and without debuff. Because of the wide variety of rekka routing, this wiki guide omits rekkas as starters and focuses on Londrekia's buttons instead. The routing shown is invaluable as a reference, so if there is a combo you need to learn or optimize that isn't shown here, please refer to this video. Thank you for understanding, and please show Tukibito positive feedback for their hard work if you find the video useful.
Londrekia Combo Compilation by Tukibito[1]


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

3C 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 most damaging starters, only topped by niche 3C optimizations. It has a very high vertical reach and can catch the opponent jumping at round start. Because of just how far this normal can reach, routing may need to be adjusted if the opponent is too high/too far away. An alternate route is listed below for such situations.
    • Delay both the 5BB followup and 236[B] slightly for consistency.
Combo Damage Cost Meter Gain Location

66C starter (opponent airborne at range)

  • This is a very useful confirm to know for round start when you expect the opponent to upback. It is consistent even on small hurtbox characters like Seth. If the opponent walks back and blocks, 214[A] will connect at tip spacing. If the opponent gets hit on the ground, cut the charge on 214[A] short and use w214A~A to pick up. That ground variation is also useful in the Hilda MU when challenging her backspike (623B) pressure resets at range, as 214[B] will whiff.
Combo Damage Cost Meter Gain Location

j3[B] starter

  • Can be somewhat tricky to hit confirm without counterhit state. While 9j3B/9j3[B] can be used as an advancing poke to begin or reset pressure, 7j3[B] is a good preemptive option against midscreen assault, and if it counterhits an assault, the combo becomes very stable and easy to pick up.
Combo Damage Cost Meter Gain Location

j[C] starter

  • Londrekia's j[C] is a normal that reaches directly below him and nets high damage when both hits connect. Two damage values are listed here because it can be in the Lond player's best interest to cut the normal short with wj3[B] in order to bait green shield. The damage is lower when only the first hit connects, but that single hit situation is also safer. Both hits of j[C] should be used when you are sure that it will connect on hit.
    • The height for 66C delay 236A is somewhat strict. If it seems too unstable, replace 66C with ...66B 2C 236A 6B 214ABC for 3616.

Corner, no debuff

Combos that apply debuff for freeze routing. Please note that routing can be flexible at the freeze point to allow for oki setups, but these combos will focus on 6B > rekka enders for the most meterless damage. 236C can optionally be added to rekka enders for more damage.

Combo Damage Cost Meter Gain Location

tip 5A starter

  • Used at tip 5A range where 5A 3C may not connect.
Combo Damage Cost Meter Gain Location

high proration starter from A normals

  • In the case of multiple A normals as a corner starter, it is actually slightly optimal to opt directly into rekkas. Simple but practical.
Combo Damage Cost Meter Gain Location

close 5A starter

  • The reason that we jump away when using j3[B] in these corner routes is because while the 66B may still connect after a close j3[B] hit, the opponent will still be behind Londrekia briefly and will give 214[B] instead of 236[B] unless manually timed. The space gained when jumping back will avoid this drop and add a lot of consistency.
    • Hit confirming into 7j3[B] may seem daunting, but both 7j3[B] and 9j[C] can be option selected in a blockstring, e.g. 5A 3C (7) 3B 5C w2A.
Combo Damage Cost Meter Gain Location

3C starter

  • Same combo with more damage from a raw 3C starter. You may notice that the 214[C] 2B 214B[A] extension is used just like a lot of optimal midscreen routing.
Combo Damage Cost Meter Gain Location

5BB starter

  • Note that in this route, Londrekia side swaps to steal the corner before the freeze is applied, then swaps back with the rekka ender. Corner steal routing is relatively easy to access and ends at a spacing ideal for certain setups like 623C freeze ender. However, it should be noted that the passive GRD gain that is earned when facing towards the corner will stop once the side swap takes place. If GRD is a concern late in the vorpal cycle, it can be beneficial to stay on the same side with 66C (delay) 214B[A] to maximize GRD gain and secure the cycle.
Combo Damage Cost Meter Gain Location

4C starter

  • Ideal corner 4C confirm. If the j3[B] routing makes this feel unstable, 3C j[C] 66B 236[B] can be substituted for ~30 less damage. The midscreen-to-corner confirm using 214C 2B 214B[A] can also be used, but is a significant damage loss (3325).
    • 4C 214[A] can essentially be treated like 3C j[C] starter, picking up after the 214[A] with 2A 3C. However, this damage caps out at 3068, so it's ideal to save 214[A] as a mixup point and use 4C 214C as the optimal confirm.
Combo Damage Cost Meter Gain Location

j[C] starter

  • Being able to pick up optimally with 2B feels good and adds some consistency. Be careful of the delays required to set up the low height for 66C 214[B][A].
    • Optimization: after 214[B][A], use 5B delay 5C 236A to add ~70 damage (3676). Be aware that the opponent should be as low as possible in order for 236A to connect. The damage increase is notable, but multiple manual delays are required, so it may still not be worth it in a tournament match.

Corner, debuff applied

Combos that capitalize on the opponent's debuff state to net more damage.

  • Generally, the earlier the freeze state can be applied to the opponent, the better. For this reason, we prepare to hit confirm with 236A.
Combo Damage Cost Meter Gain Location

tip 5A starter

  • Used at tip 5A range where 5A 3C may not connect. 66B delay 214B[A] 5BB is used often in these corner debuff routes. Pay attention to the height of the opponent as they are falling, lower = better. After 5B, delay 5BB as much as possible to keep low height. 236[B] can also be delayed. All of these things prevent the opponent from going over Londrekia's head and leaving the corner.
    • Avoid the temptation to hit confirm with 5A 5BB! If 5BB connects, continue with the combo and end with ...214B[A] 5B 2C 214ABC for 3032.
Combo Damage Cost Meter Gain Location

high proration starter from A normals

  • When proration is very high, it can be daunting to both apply damage and get a proper rekka knockdown. In such cases, 66B w214A~BC is used. Note that a simple 214BC does not allow for 236C to connect, whereas 214xBC does.
Combo Damage Cost Meter Gain Location

close 5A starter

  • A truly optimal corner 5A.
Combo Damage Cost Meter Gain Location

alternate close 5A starter

  • A 5A confirm for when 236A is used first instead of 7j3[B]. Slightly less optimal (20 dmg), but perhaps easier to hit confirm without option selecting 7j3[B].
Combo Damage Cost Meter Gain Location

3C starter

  • An ideal DP or VO punish when in vorpal. (In vorpal, the opponent's debuff will not expire when Londrekia blocks.)
Combo Damage Cost Meter Gain Location

5BB starter

  • Easily hit confirmed.
Combo Damage Cost Meter Gain Location

4C starter

  • Just like without debuff applied, the most damaging followup to 4C is still 214C. However, 4CC 236A will net a very similar number at 3522, so that is also very viable and will be shown below.
Combo Damage Cost Meter Gain Location

4CC starter, both hits connect

Combo Damage Cost Meter Gain Location

j[C] starter

  • Optimization: this by using 214[B][A], the damage can be increased slightly to 3807/3392, which is ideal for midscreen-to-corner positioning. However, in the corner, 214[B] will side swap. To mitigate this, frame kill with concentrate (5D) after 6B. By concentrating and then buffering 66C out of concentrate, the 214[B] hit the opponent high in the air and avoid side swapping. The following [A] rekka should be delayed to catch the opponent. This frame kill is consistent across the entire cast, although 7j3[B] has a hard time reaching Eltnum. Overall this is only ~10 more damage, so it's hard to recommend for tournament matches.

FAQ

How do I input 66B after j[C]? It feels hard.

Many characters in UNI have to use dash normals after air normals in their combos, so there is a dedicated 6 frame buffer window for the dash input after air normals. Note that the buffer only reads the "66" input, so DO NOT use the dash macro for it in a combo. You should press and hold 6[6] just before Londrekia has fully landed and press B immediately after. Getting a feel for this generous buffer window will help immensely with the consistency.

When midscreen, how do I connect 66B 214[B][A]?

There's a notable delay after 66B in order to link rekkas after. The rekka hitboxes are fairly generous, so the timing is not necessarily strict. Try it a few times at different delay timings and I'm sure you'll get it.

In the first combo, 214C whiffs after 3C; they're too high.

Try delaying 2C after 5B earlier in the combo.

How do I do 7j3[B]? Do I NEED to learn how to do this?

Really, you don't ever -need- to learn optimal combos in order to play a character. However, if you plan to play competitively, it may help you. The reason we use 7j3[B] in corner combos instead of an 8 or 9 input is that the opponent can sometimes get bounced from the wall over Londrekia's head if he's too close. Even if the 66B still connects after, the special move input will be reversed, leading to a drop. As far as how to input it, it just takes practice. Don't rush the input. Get a feel for when Londrekia actually becomes airborne before moving from 7 to 3. You have more time than you might expect in most combos for it to connect. Feel free to practice the input outside of combos first, as it has neutral applications that are worth learning too.

The opponent keeps going over me in some corner combos that use ...66B delay 214B[A] 5BB 236[B]. How do I prevent this drop?

The goal is to keep the opponent as low as possible, so make sure the rekka is delayed. Depending on the route, if timing allows, walking back after 66B can add some leniency, but ultimately it's up to you to eyeball the height. After the rekka connects, 5B still needs to be linked ASAP. However, there is a very generous stagger window that should be used before the 5BB followup. After 5BB, you do not have to input 236[B] immediately. Delaying the 236[B] can let Lond body block the opponent with the 5BB animation first to avoid them going over. Sometimes, you can see that the opponent is just going to be too high to salvage the route when 5B is hitting, so if necessary, punt with 5B 2C 3C 214CBC. Or, 5BB no-cancel and improvise an ender from there. Doing less damage and keeping the corner is a better situation than letting the opponent out with a drop.

How do I pick up j3[B] midscreen without counterhit? It feels tight.

It IS tight! While it can be optimized with a j3[B] 214[B][A] link, 66C is much easier to hit confirm. You can buffer 66 as the j3[B] connects and swap to dash 5A if it is blocked. Don't forget that the increase version, j3[B], is not necessary to use when pressuring. Partial charge 9j3B is often more useful in pressure and picks up intuitively with 5BB.

Where are the assault starter combos at? Aren't those supposed to be listed?

Overall, it's very difficult to recommend using assault as a standard part of Londrekia's gameplan. Assault presents itself a more niche function than with other characters because of how its utility is so frequently overshadowed by his other aerial options. Apart from far range assault j3[B], there is virtually no desirable neutral application, and jC functions relatively poorly as a pressure reset due to the multi-hitting property that makes it easy to block and shield. Assault should be used primarily for mind games like whiff assault j[C], assault deep delay jC to be plus on shield, and assault deep delay jA 5B to blow up fuzzy mashing. For all these reasons, we should lean harder into options like j3B, 214[C], and 9j[C]. More info can be found in the "Aerial Options" section of the "Strategy" page section in this wiki. Assault combos can be found in Tukibito's video guide either at the top of this page or at the bottom in the "External Links" section.

Enders

Combo Cost Location
  • Steals GRD (+.5 block for Londrekia, -.5 block for opponent), optimal meterless damage ender. Swaps sides when not in corner.
  • Best meterless freeze ender for blossom (22x) oki.
  • Fastest EX special, can link after rekka enders without consuming a ground bounce. Combos can be ended in rekka > 236C > 214BC for a knockdown. (Requires 214xxA or 214xxx rekka to link midscreen.) Because the rekkas give the opponent ~20 extra meter and Lond virtually none, meter can be denied from the opponent with corner 236C > 9jA wj3B. This gives an air tech ender that retains both frame advantage and close corner positioning regardless of tech direction.
  • Steals GRD (+.5 block for Londrekia, -.5 block for opponent), highest damage EX special. Ideal for corner freeze oki setups when a bounce is saved in the combo route.
  • Deals no additional damage, but sets an EX blossom to pressure the opponent on their wakeup. If the opponent delays their tech, it is still possible to throw them just before the 22C fires. Useful when making a comeback on a life deficit, especially if the opponent has vorpal.
  • Fullscreen attack, air blockable. Does 3024 base damage as a reversal. Consider altering the rekka ender when comboing into IW to avoid using too many bounces in the route.
  • See the "Meter Usage Guide" in the External Resources section at the bottom of this page for an explanation of metered enders and setups.

Blockstring/Hit Confirm Theory

This section is dedicated to explaining how to structure pressure around Londrekia's best combo starters. While UNI is known for having very free-form pressure, it can be helpful to understand why certain sequences are chosen over others for certain situations.

When structuring offense when Londrekia, consider the value of his launching buttons. 3C is the most damaging launcher, but requires Lond to be close enough to the opponent to connect. Tip 5A, for example, only links into 5B on hit. For this reason, 3C tends to be used early in a blockstring in order to aim for those high damage opportunities. 5B follows behind 3C in damage, but can be confirmed comfortably in the midrange. An honorable mention can be made for 2C, which picks up on counterhit when rebeated. 2C 5C 214C[A] is also easily hit confirmed and leads to good damage. 4C is the least ideal starter when preceded by any other button and should be used as a last resort for hit confirming.

  • 5A 2B 3C

Because Lond's 2A is a mid, it is useful to have a string that includes a low and can be confirmed for decent damage at every stage. While there are definitely some pressure applications for 2A, 5A will often be used over 2A at the start of a blockstring. 5A is a more favorable starter than 2A for multiple reasons:

  • 5A incurs less proration/always does better damage
  • 2A's frame data is more useful than 5A's as a rebeat (-2 to 2A, -3 to 5A)
  • 5A is -4 on block and has a much more generous stagger window on block, making tic throw pressure far more ambiguous

In this pressure sequence, dashing up and pressing 5A 2B serves a similar function to other characters dashing up and pressing their low 2AA - we want the low to catch inputs like stand teching, backdashing, fuzzy jumping, and that sort of thing. Because 3C is unsafe on block, we expect this string to continue with other normals. Option selecting j[C] after 3C allows you to either continue pressure with 5C or confirm automatically on hit. If the 5C hits, it can be picked up with 5BB and treated virtually the same as a raw 5BB starter. Because we haven't used 2A yet, we can end the string in 2C w2A, making us -2 at a far spacing where 4C is very threatening. If the 2C counterhits, we can pick up with 2B or 66B for a full confirm. If you are going to rebeat, it often makes the most sense to rebeat after 2C for this opportunity. An extended version of this sequence would look like:

  • 5A 2B 3C 5C 5B 2C w2A

We checked with a low, frame trapped five times, and put ourselves into our most threatening range. On hit, you can confirm into one of these midscreen-to-corner routes:

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location

Another variation of this sequence is similarly useful and is particularly rewarding in the corner.

  • (corner) 5A 3C 7j3[B]/2B

In this sequence, we use a basic frame trap and option select our most damaging followup. 2B is generally used as a "passing normal" on block. While it may be tempting for beginners to use it in sequences like 2A 2B 2C, it is very limited in function and is often only justified in its use by 3C. Outright Londrekia's worst button, it is -5 on block with a relatively poor stagger window. In this sequence, we do not intend to frame trap with it. And thankfully, because of the generous blockstun of 3C, we don't have to worry about accidentally hitting the opponent with it on our 7j3[B] timing unless 3C is shielded. On block, we can move onto 5B or 2C for our next frame trap. 2C rebeat will leave us at a mid range where 5B is threatening. 5B will generate more pushback and let us 2C rebeat at our far spacing where 4C is threatening. On hit, we get some very respectable corner damage:

Combo Damage Cost Meter Gain Location

close 5A starter

Combo Damage Cost Meter Gain Location

3C starter

So far, we have explored close-range frame traps that lead to good reward. However, none of them are safe from VO. If we want to bait an opponent's veil off, we must sacrifice damage for safety in our pressure.

  • 5A delay 2AA

This string frame traps while baiting VO with relative leniency. It is possible to frame trap and bait VO with 2AAA, but it is far more difficult to manually time the 1 frame link. 5A has a generous stagger window that allows for an easy frame trap after. When baiting VO, we can also hold 1D after 5A to option select shield. This will give us shield both if the 5A whiffs on the VO or if the VO occurs after the 5A. This is a universal offensive option select that is worth using if the opponent using VO is a serious consideration.

This sequence also serves the function of conditioning for 5A tic throw pressure - or cashing in on the opponent's discomfort with that pressure by frame trapping. 5A no cancel on loop can be very hard to distinguish from 5A no cancel into throw, and when mixed with 5A dl 2AA, brings legitimacy to Lond's throw game. If the opponent shows shield after 5A, take note of their OS habit and consider using 5A 214[C] next time for a big reward.

On hit, 5A 2AA will give us a high-proration combo, so confirm with one of these BNBs:

Combo Damage Cost Meter Gain Location

midscreen to corner

Combo Damage Cost Meter Gain Location

corner, no debuff

Combo Damage Cost Meter Gain Location

corner, debuff applied

While Londrekia benefits like any other character from the point-blank threat of throw, his most ambiguous pressure is often applied at the tip of 5A's range. Familiarizing oneself with the mind games at this range is crucial to playing Londrekia at a high level. The most common example of this is using spaced 214A at the end of a blockstring to initiate this RPS situation. (Example here.) This -2 situation is valuable in most matchups, and it does not have to be set up by 214A exclusively. 2A is also -2 on block, so sequences like 5A 2AA may also put him in this tip 5A spacing to either repressure with 5A or walk back and whiff punish with 5B. Other strings include 5A 2B 3C 2A, 5A 5B 2A, and any close range C normal delayed into 2A. This all serves the dual purpose of baiting green shield, as a green shield whiff from that 2A range is subject to a dash throw for a GRD break. Normals like 3C rightfully encourage green shielding, so the sudden stop to blockstun can encourage some bad green shield timings. Even if a throw punish isn't executed, seeing a green shield whiff when walking back to whiff punish is as free a pressure reset as any and helps control GRD while on offense.

In general, Londrekia's close-range offense suffers somewhat from being easy to shield > VO. Another advantage of tip 5A spacing is that if the 5A is shielded and the opponent VOs, the gap in 5A 5B will not be exploited; the VO will whiff and can be freely punished. After tip 5A 5B on block, the same VO whiff will occur from 2C. This tip 5A 5B spacing, then, offers a little more safety. The only notable exception is actually from pressing tip 5A in this -2 situation, as the recovery is still just slightly too long to be VO-safe. Walking back and whiff punishing with 5B, then, is not just valuable for crushing mashing, but also for resorting to VO in this RPS.

Another mind game involved in this 2A pressure that creates the -2 tip 5A spacing is simply frame trapping after both A normals are used. There are many players who will see both of Lond's A normals used and interpret that as their green light to press buttons on defense. However, Londrekia is a character whose special cancel options are generally very safe on block, so intentionally giving up both A normals to bait a response is a valid approach against some players. This can be accomplished with strings like:

  • 5A 2B delay 3C 2A delay 5C 5B

On hit, 5A 2B 3C can be confirmed as usual. If 3C counterhits, 2A will also connect on hit. This is a bit of a nuisance, as 3C w2A is damaging (and stylish) starter, but the following 2A 5C frame trap can also be used to lead to a rewarding confirm with no hassle. 5C counterhit is easily followed with 5BB and can be treated like a typical 5BB starter. This 5B spacing can branch off into any of Lond's safe specials - 5B delay 5BB delay 236A, 5B delay 2C 214A, 5B 2C delay 4C 214A/[A], etc. However, there is also a distinct advantage of simply halting pressure at 5B no cancel. While it is -5 on block, it is very difficult to shield and provides a decent amount of pushback. This is an attractive option when the opponent has a horizontal reversal worth respecting, particularly if they intend to shield > reversal.

On hit, CH 3C 2A 5C looks like:

Combo Damage Cost Meter Gain Location

counterhit 3C, 2A connects

Changes With Ice Debuff Applied

When the opponent has debuff applied to them, pressure structure itself does not change much - perhaps more 4C > delay 236A and 4CC usage. However, certain hit confirm structures change and become slightly more rewarding when optimized. Often, you can expect that if the opponent has debuff applied, they have been hit and taken to the corner. For this reason, while optimal midscreen debuff routing is still valuable, corner debuff routing is more common and practical (and should be learned first!). While the 3C 7j3[B]/2B OS is still very relevant, a lot of other hits will be confirmed straight into 236A to freeze. The most notable and difficult confirm that differs from normal is from tip 5A:

  • (tip) 5A 5B 236A

The goal here is to NOT confirm the hit with 5A 5BB as usual. Instead, buffer 236 during the blockstun of 5B to prepare for 236A and continue pressure with delayed 2C if it is blocked. Keep in mind that 5AA will give 5A 5B via smart steer, so using a 5AA input can be easier in the -2 tip 5A range RPS.

The raw 5BB confirm is much easier. Since we should already be used to trying to hit confirm 5BB 236[B] in the corner, simply swap 236[B] for 236A and go from there:

  • 5BB 236A

4CC becomes a more rewarding option during debuff and is also easily confirmed. The damage difference between 4C 214C and 4CC becomes slight when debuff is applied, so 4CC can be used more liberally as a poke rather than a high/low point. As usual with 4CC, the special cancel will only come out on hit, so there is nothing lost by inputting 236A on either hit or block.

  • 4CC 236A

The routes for these are:

Combo Damage Cost Meter Gain Location

tip 5A starter

Combo Damage Cost Meter Gain Location

5BB starter

Combo Damage Cost Meter Gain Location

4CC starter, both hits connect

Combo Damage Cost Meter Gain Location

4CC starter, only overhead hit connects

As a final note, Londrekia's most damaging combos still take advantage of the 3C 7j3[B]/2B option select. 3C is also the go-to punish for both DPs and VO on block, and there is no significant damage increase when using raw 236A freeze as a starter.

  • (5A) 3C 7j3[B]/2B

Although it is a very rare opportunity, raw 6B freeze is Lond's most damaging starter at meterless 4k. It is difficult or impossible to punish certain reversals with it, and Londrekia must be in vorpal in order to block a reversal and maintain debuff on the opponent. Using 6B in a blockstring can also never really be recommended and is always a gimmick. All that said, if a clear opportunity arises for Lond's biggest damage, don't pass it up!

Combo Damage Cost Meter Gain Location

close 5A starter

Combo Damage Cost Meter Gain Location

3C starter

Combo Damage Cost Meter Gain Location

6B starter

Good luck!

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://youtu.be/q7t-8Qqf28g - A guide to Londrekia’s EX special moves. Includes combo enders and setups.

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 and some general combo theory. Outdated/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

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Page last edited on: 2023-11-01 by Shining Spear.

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