Under Night In-Birth/UNICLR/Nanase/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

Nanase did not get a substantial change to her combo theory from UNIST to UNICLR. Thus, most if not all of her routes from UNIST are still used in UNICLR.

  • It is generally recommended when starting out with Nanase to go through her mission mode, at least up to mission 3-7.
  • The missions don't always teach the most useful enders, but they do teach aspects of her combo theory that will come up often.

"Bread and Butter" Combos

The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
  • Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
  • "xN" means you can input the preceding button any number of times and still continue the route.

For video examples of the following combos, here is a "Bread and Butter" Combo playlist by Wish. Links to the individual videos will also be available in the notes for the respective combos in the table below.

Combo Damage Cost Meter Gain Location
  • Basic BnB that works anywhere, anytime off just about any starter.
  • Likewise, just about any ender will work with this too.
  • Click here to see a video.
  • Variation of the basic BnB using 236B~C to continue the combo if 5C wouldn't reach.
  • 236B~C is helpful for continue a combo from a long-range or awkward poke, but note that you will sideswap when using it.
  • Similar flexibility to the basic BnB, for both starters and enders.
  • Click here to see a video.
  • A confirm that requires you to confirm an A button with a C button. Note the 5B comes after 2C.
  • This route introduces delays, with a delay before both j.2[C] and j.236A. See the #FAQ for more info.
  • This route introduces the air strings that are commonly seen in advanced routing.
  • Click here to see a video.
  • Assault starter route for beginners.
  • Assault starters have heavier scaling, so certain routing and enders are not possible.
  • It should be noted that when an opponent is hit while crouching, an extra 1 frame of hitstun is added to all attacks that hit while the opponent is still grounded.
    • This allows for 6D j.B 2A to work at the earliest possible timing. Otherwise, Nanase cannot combo off of earliest possible 6D j.B timing.
  • However, on counter hit the scaling is relaxed and you can use typical routing.
  • Click here to see a video.
  • Combo off 5B/2B or 2C poke.
  • This route is the definition of "bread and butter" for Nanase. Highly recommended to learn after mastering previous routes.
  • For B and C starters, add j.B between j.[C] and j.2[C] to remove the need for delays with a minor damage cost.
  • Click here to see a video.
  • More optimized 66C starter combo for corner carry that conserves a combo bounce.
  • This teaches microdash 3C into an air string, as well as an alternate air string that does not rely on j.2[C]
  • Click here to see a video.
  • Corner route that can be done off 5B/2B or 2C pokes.
  • Introduces the building blocks of Nanase's optimal corner routing with 236B~A.
  • 236B~A 5A is a link; 5A must be correctly timed to connect.
  • 236B~A should be delayed so that the opponent does not go over to the other side. See the #FAQ for more info.
  • Click here to see a video.

Theory

Nanase's basic string can be summed up as:

  • ground normals > launcher > air normals > ender

where the launcher is any move or combination of moves that puts the opponent in the air.

Regarding enders, Nanase wants to pick her ender based on the situation and what her goals are. Often, this can mean choosing not to go for a damaging ender to instead set a meaty fireball. It could also mean doing a 214B j.236C ender for corner carry and hard knockdown, or even going for a 623C ender to get enough damage to close out a round. Nanase has many different enders and different uses for her meter, so there is no "one size fits all" approach to her enders.

When in doubt, either set a fireball or go for 214X into hard knockdown.

FAQ

Why is it so hard to connect j.2C after JBB?

There could be a few reasons why. Either you aren't inputting JBB fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get the increased version.)

Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?

You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff. Consult this video to get a better visual of the proper delay.

How do I do the 2C 3C (FF) j.2C j.236B ender?

Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.

...How useful is that ender anyway? Do I really need to learn this?

The ender does have a niche use in combos where you don't use a jump cancel until the end and want to set a fireball. For the most part though, you're safe in skipping any missions that include this ender.

How do I continue a combo after 236B~A in the corner?

You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her. To get a better understanding of this timing, try this exercise: do 236A~A three times in a row at the corner, and try to keep the opponent in front of Nanase the whole time.

I'm struggling with Mission 5-3. Is there any way to make it easier?

5-3 includes many difficult combo pieces wrapped into one high-damage route.

  • The jump cancel in between 3C and j.236A requires simple practice to get right. Keep at it!
  • When performing j.236B, note that you're doing a TK input and that it must be timed just right for the following 2C to connect. The timing for this is very tricky, so watch the demo to get a good understanding of it.
  • 2C has to hit the opponent before they touch the ground. This route does not involve OTG pickups, and letting them hit the ground this early will cause 236B~A to hit the bounce limit which prevents the opponent from being hit again until they return to neutral.
  • The "double swordcar" ender is difficult to learn at first. See the above question for help with 236B~A timing. Remember, the following 236A must hit the opponent before they touch the ground. Otherwise, the opponent will tech out of the combo. Finally you'll need to delay the C follow-up for 236A just long enough that when the opponent is falling back down, they'll be at just the right height for 214A~A to connect.

A quick optimization of this route may, in fact, make it easier to perform for some people. Add JBB dl.j.C after j.236B for an easier time connecting the 2C. Note that for this to work, you need to perform j.236B before landing and not after. Click here for a video example.

Enders

Combo Cost Location
  • The most basic damage ender that provides hard knockdown. Works with just about any route.
  • The most basic ender for fireball oki.
  • Fireball is meaty in the corner. Midscreen, back tech is possible.
  • Alternate fireball oki ender.
  • Fireball doesn't hit meaty, setting up for different oki.
  • Quick knockdown that gives just enough time for meaty 66B on immediate wakeup with maximum plus frames.
  • Extended version of the basic hard knockdown ender, available depending on the combo scaling.
  • If scaling does not allow for 5B, it can be removed.
  • Pick a 214B follow-up depending on where you want to land and whether you value more plus frames or positioning.
    • It is possible to sideswap midscreen depending on which follow-up for 214B you use.
  • This route is specifically used by a few optimized corner combos.
  • Commonly referred to as the "double swordcar" ender.
  • It is the highest damage ender without spending resources, and grants hard knockdown.
  • Execution is challenging, with required delays for each swordcar follow-up depending on the height of the opponent to ensure the next attack can connect.
  • Corner ender that can be done after specific routing.
  • This sets a meaty fireball on immediate wakeup and puts Nanase at the perfect distance for the dash normal 50/50.
  • Note that you must input a backward jump when doing j.2C, and whiff j.A immediately so you have enough time to do j.236A before landing. This is a link, not a cancel, that will require some practice to master the timing.
  • This ender does not work on Merkava.
  • Vorpal strip ender.
  • Usually used right after j.2C in a combo.
  • If route scaling doesn't give time for VO after j.2C normally, change the air string to JBB j.2C or something similar to make the timing more lenient.
  • Hard knockdown ender that uses meter for more damage and plus frames.
  • For corner carry, you can do 2C 214B and delay j.236C until Nanase passes the opponent. For more plus frames, do j.236C as fast as possible.
  • Alternate to above ender using 623A instead.
  • Meter dump for damage ender.
  • 214B~B will put you facing the opposite direction, so input 623C opposite as well.
  • IW ender for big damage.
  • Gives you enough time to set a fireball afterward.
  • Substitute 623C if you don't want to spend all your meter.
  • Ender that uses CVO
  • Usually can follow with (66B) 236X IW
    • If you have enough meter and/or you are at or below 30% health, you can add 236C before the IW/IWEXS.
  • Alt ender that uses CVO
  • Useful when your combo proration doesn't allow for the above ender.
  • Can go for the same routing post ABC depending on the combo and where you are on screen.
  • Corner ender that uses VO to vorpal strip
  • In the corner, walk back a little bit before doing VO so the opponent does not bounce to the other side of you.
  • If you have vorpal, this can also be a CVO ender.

Combos

This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.

Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
  • Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.

A Starters

These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.

Combo Damage Cost Meter Gain Location
  • Basic bnb that works anywhere.
  • Easy route, safe choice when working with a starter you're unsure of.
  • Basic bnb with sideswap.
  • Also easy, but note that 236X~C forces a sideswap.
  • BnB confirming with 2C 5B into j.[C] j.2[C] air string.
  • Can swap 5B for 5[C] but scaling will limit your choice of combo enders.
  • Swap second air string for JBB j.2C into immediate VO for vorpal strip.
  • Somewhat difficult midscreen route that uses FF
  • If you do j.236[A] you don't need to delay, but the scaling may affect combo enders.
  • Confirm into 2C 5[C] that uses FF
  • Optional sideswap after j.2[C] by dashing under.
  • Confirm into 2C 2B with decent corner carry from 214B
  • Optional sideswap after j.2[C] by dashing under
  • This route drops on Waldstein due to 214B hitting too many times.
  • For midscreen vs. Seth, change the air series to j.A j.C j.2C so it doesn't drop.
  • Confirm into 3C for high damage using FF.
  • You can do j.236A after 3C and omit j.236B to minimize the need for microdashing.
  • Corner confirm into double swordcar ender.
  • Allows for sideswap, but microdash timing is tight.
  • j.C is optional but can be done for more damage.
  • You must delay the A followup after 236B, and then delay the B followup after 236A.
  • You can substitute 214A~C for 214B~A.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • You must only hit the A follow-up and not 236A itself. The timing is tight to execute this.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • Similar route to previous but with different air series for slightly increased corner carry.
  • Uses meter for significant carry off A starter.
  • The delays are needed to keep Nanase from going past the opponent during 214C.

B Starters

These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.

Combo Damage Cost Meter Gain Location
  • Basic bnb with B starter.
  • Easy enough to do off any starter.
  • Basic bnb with 236B~C.
  • Note that 236B~C forces a sideswap.
  • Modified above route slightly for more damaging second air string.
  • Does more damage if you input 2B after 5B or vice versa.
  • The "usual" bnb route for Nanase, perfect for when you can't or don't want to go into a stronger route.
  • This combo can also be done with uncharged j.236A, though note you must delay it for j.A to connect after.
  • Can insert j.B between j.[C] and j.2[C] so you don't need delays at the cost of some damage.
  • Alternative routing off a 5B 2C starter.
  • This routing only does more damage over the above route if you specifically start with 5B 2C.
  • Worth noting that it has equivalent corner carry to the above, so it is a viable alternative route in that situation.
  • Route using 3C for increased damage.
  • Must be close enough for 3C to connect, can omit the 5C if needed.
  • Route using 3C with significant carry.
  • 214B~A must be done immediately, such that when the follow-up hits the opponent they will not be knocked down due to still being in the tornado.
    • The timing for this varies on the opponent's character.
  • Corner route using 236B~dl.A
  • Easier version of other corner route listed below.
  • Substitute 2A for 5A for a more lenient link.
  • Combo that only works on crouching or counter hit.
    • If counter hit, you must immediately go into 5[C]. Crouching gives you a chance to press 2B/5B after 5B/2B.
  • Strong corner route with somewhat inflexible ender.

C Starters

These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.

Combo Damage Cost Meter Gain Location
  • Midscreen 2C confirm.
  • If you hit from max range, j.[C] may not connect.
  • 2C whiff confirm from mid-range.
  • Try to pick up with 2A before they hit the ground, otherwise the combo cannot continue after j.2C
  • If 3C is too hard, use 5B instead.
  • Midscreen 5C/2C max range confirm.
  • If counter hit, you can add j.236[A] after j.2[C]
  • 5[C] crouch/counter hit confirm.
  • 236A~A must be done ASAP for it to combo.
    • There is slightly more leniency in timing and range for crouch hits compared to counter hits.
  • 3C confirm.
  • Optional fireball after 3C for more damage, recommended to do neutral jump so you don't risk whiffing j.8C
  • 3C routing for big damage without needing the corner.
  • j.236B must be done close to the ground to recover quick enough to continue.
  • 3C corner route for punishment.
  • This combo is also seen in mission 5-3 of Nanase's missions.
  • You can remove certain pieces based on how comfortable you are. Getting a counter hit makes it much easier to fit them all in.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Basic midscreen ground assault confirm.
  • This is mission 3-4 of Nanase's mission mode.
  • Slightly modified basic ground assault confirm.
  • This is mission 4-4 of Nanase's mission mode.
  • Ground assault crouch-hit confirm.
  • Ground assault midscreen j.2[C] combo.
  • Useful for corner carry.
  • Not consistent on Waldstein, Seth.
  • Ground assault j.2[C] route with sideswap.
  • In corner you need to walk back slightly before 5B so it can connect.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

VideoService "nico" not recognized. (These combos still work as of CLR 1.03)

External Links


Nanase Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-09-05 by Wishy.

76% complete
Page Completed To-do Score

Overview

  • Added hitboxes for all moves.
  • Added detailed frame data and descriptions.
  • Almost all frame data has been verified.
  • Find or create a character overview video.
49/50
Strategy
  • Basic strategies added for the character
  • Offense, Defense, Counter strategies written
  • Fill in Matchup Strategies
12/25
Combos
  • Beginner BNBs added (now with videos!)
  • Combo Catalog has more combos.
  • Keep adding combos
  • Make or link to more combo videos
15/25
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