Under Night In-Birth/UNICLR/Phonon/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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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. |
Most of the information here will be taken/paraphrased from this comprehensive Phonon combo guide, which includes videos of each combo being executed, more in-depth explanation of Phonon combo theory, and links to other combo resources.
Getting Started
Starter Combos
Generally, Phonon's non-assault beginner combos will work off of any move, within reason. The starting moves listed here are mostly arbitrary, and just used for damage/meter numbers.
Combo | Damage | Cost | Meter Gain | Location |
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2A 5BB j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA Ender | 3226 | 0 | 63.97 Opp: 41.76 |
Anywhere |
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5BB 4B j.[C] j.2[B] 5[C] dl.2C 236[B] 3C 214AA Ender | 3355 | 0 | 63.94 Opp: 40.92 |
Anywhere |
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2A 4B j.[C] j.2[B] 66C 236[A] dash 66C 214AA Ender | 2861 | 0 | 52.30 Opp: 34.65 |
Midscreen |
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6D j.C 5A 5BB j.B j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA Ender | 2931 | 0 | 63.81 Opp: 41.42 |
Anywhere |
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6D j.A CS j.B 5BB j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA Ender | 2507 | Vorpal | 39.87 Opp: 39.58 |
Anywhere |
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Theory
Combo theory
- ground normals > X > air normals > ender
UNICLR Changes
I last played Phonon in [ST], what’s changed?
A full changelog can be found here.
As far as routing goes, not that much is different. Pretty much everything you can do in [ST] works in [cl-r], and if it was optimal in [ST], it’ll be pretty good here too. There are some new optimal combos using new tools that you might want to know, though.
Here’s the short version as relates to combo routing:
- 4B has had its damage proration significantly nerfed; it now almost always reduces combo damage, instead of increasing it.
- If you do an [ST] route but omit the 4B (if possible), it’ll usually do slightly more damage.
- It’s still a great tool for confirming, and the damage loss is not massive, but if you’re looking for maximum damage from your routing you’ll need to avoid it.
- The second hit of uncharged 5C is weaker.
- 5[C] is still the exact same.
- This mostly means that 4B 5C(2) style routing is significantly weaker now. It also makes 5C weaker as a starter.
- 6FF is a useful pressure tool, but it’s not great in combos.
- It costs GRD but never really lets you get more damage compared to resourceless alternatives.
- 6FF-B is an okay ender, but you’re usually better off just using 214X.
- j22X is like grounded 22X, but you can cancel into it from j236X, plus you can use normals in the air afterwards.
- j22A and B form the backbone of some new optimal routes, and it has some pressure application as well.
- j3[C] is a variant of j[C] which gives you less vertical float but gives a big boost to your forward horizontal momentum.
- It’s mostly a companion tool to j22X, allowing you to combo in situations where you’re too far away for j[C]. As such, it’s used a lot in new optimal routing.
FAQ
How do I do j[C] in combos?
The timing is a little tricky to get used to at first, but you probably need to start holding C earlier than you’d expect to. It’s used in almost every combo, so it’s well worth getting used to; it’ll quickly become second nature.
Enders
Combo | Cost | Location |
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[xx] 214AA | Anywhere | |
Standard meterless enter. Good knockdown. | ||
[xx] 214BB | Anywhere | |
Standard meterless ender for combos that prorate too much. Can air tech. | ||
[xx] 6FF~B | GRD | Anywhere |
6FF knockdown. Her best meterless ender. Costs GRD to use. Best used when the vorpal cycle is secured. | ||
6FF~A 236[A] 66 2C 214AA | GRD | Midscreen |
Sideswitch ender off bigger starters like 2C or 5C. | ||
[xx] 6FF~C 623c | 100 EXS, GRD | Anywhere |
Ender mainly used for timer scams. Can also be used after a chain shift to build meter. | ||
[xx] j2[B] 5[C] 236[A] VO | 100 EXS, GRD | Anywhere |
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6FF~A 236[A] VO | 100 EXS, GRD | Anywhere |
VO ender off bigger starters like 2C or 5C. Mainly used after 66C dl 623B combo filler. | ||
[xx] 214AA 623C | 100 EXS | Anywhere |
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[xx] 214AA 214C | 100 EXS | Anywhere |
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[xx] 66C 66B(1) 236[B] 3c 214AA | Corner | |
Corner ender that can be used off any starter. | ||
[xx] 66C 22B 214AA | Corner | |
Corner ender that can be used off any bigger starter. Use 214BB when the combo is too prorated. Recommend cancelling into 623c when 100 meter is available. | ||
[xx] 66C 22B dl j.236A 623B 623C | 100 EXS | Corner |
Corner ender that can be used off any bigger starter. Good for setting up CS VO enders. Recommended for combos that use 214bb before the ender. | ||
[xx] 66C VO | 100 EXS | Corner |
VO combo ender that can be used off any starter. | ||
[xx] dl.j236A 66C 5FF 236[B] VO | 100 EXS, GRD | Corner |
Slightly optimized VO ender. Uses Force Function which costs a block of GRD. | ||
[xx] 214AA CVO 623C IW/IWEX | 200 EXS, Vorpal | Anywhere |
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[xx] 214AA CVO TK j.236C 623C IW/IWEX | 200 EXS, Vorpal | Anywhere |
Kill combo. Can only be done when under 30% health. | ||
[xx] 214BB 623C cs VO 66C 5FF(1) 236C 214B(1) IW/IWEX | 200 EXS, Vorpal | Anywhere |
CS VO ender. More damage than CVO ender. Very advanced. Can only do IWEX when under 30% health. |
Combos
All combos listed are meterless combos unless stated otherwise.
Damage values in vorpal will be in parenthesis. The damage values listed do not account for distance proration, so damage values may differ depending on the ranges from where your combo starters land.
2A Starters
Any combo with a 2A starter works with 5A as well.
Combo | Damage | Cost | Meter Gain | Location |
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2A (x3) 2C 4B 9j.C j.2[B] 66C 236[B] 2C 3C 214AA | 2325 (2551) | 53.63 | Anywhere | |
Heavily prorated 2A route. Very simple bread and butter combo. Recommended for beginners. Example | ||||
2A (x3) 5BB 4B 8j.[C] j.2[B] 66C 236[B] 2C 3C 214AA | 2451 (2690) | 57.84 | Anywhere | |
Heavily prorated 2A route. Better damage and meter gain than the above route. Recommended for beginners because the 8j.[C] filler is important to learn. Example | ||||
2A (x3) 5C 4B 8.j[C] j.2[B] dl j.236A 66B(1) 236[B] 3C 214AA | 2462 (2702) | 55.91 | Anywhere | |
Heavily prorated 2A route. Slightly more advanced when it comes to execution. Recommended for multiple reasons. Using 5C in combos makes hit confirming easier. The j.2[B] dl j.236A filler is important in combos with better starters. Example | ||||
2A (x3) 5BB 4B 8j.[C] j.2[B] 5[C] 3C 236[B] 2C 214AA | 2494 (2734) | 63.01 | Anywhere | |
Most recommended route to learn for highly prorated 2A starters. Most meter gain and biggest damage (without using force function). Utilizes the 5[C] 3C 236[B] filler which is important to learn. Example | ||||
2A (x3) 2C 4B 5FF(1) 22A dl j.236A 66 9.j[C] j.2[B] 66C 236[B] 3C 214AA | 2531 (2776) | GRD | 57.04 | Anywhere |
Most damaging route from a highly prorated starter. Uses a block of GRD because 5FF is used in the route. Only recommended when in vorpal. Utilizes the 5FF(1) 22a dl j.236a filler which is important for anti-air confirms. Getting the 3C can be hard at times so going straight into 214AA is recommended. Example | ||||
2A 2C 5B 4B 8j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C dl 5B 214AA | 2921 (3205) | 59.85 | Anywhere | |
Route off a single 2A. Omit the delayed 5B and just do 3C 214AA for consistency. Example | ||||
2A 5BB tk j.236B 66C 9j.[C] j.2[B] 5[C] dl 2C 236[B] 3C 214AA | 3109 (3415) | 67.95 | Midscreen | |
Best route off a 2A starter when it comes to damage and meter gain. Can only be done at close range. HIGHLY recommended if you are trying to optimize your routing. Example | ||||
2A (x3) 5BB 4B 8j.[C] j.2[B] 66C 66B(1) 236[B] 3C 2C 214AA | 2471 (2710) | 59.50 | Corner | |
Standard corner route off a highly prorated 2A starter. Utilizes the 66C 66B(1) 236[B] filler in the corner, which is important to learn. Recommended for beginners. Example | ||||
2A 2C 4B 9j.C j.2[B] 5B 3C 236[B] 66C 22B 214AA | 2781 (3051) | 59.53 | Corner | |
HIGHLY recommended for beginners. Standard corner route off 2A. Introduces the 66C 22B 214AA ender which is crucial to Phonon's combo game. Example | ||||
2A 2C 4B 9j.C j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 2889 (3170) | 56.87 | Corner | |
Slight optimization of the route above. Example | ||||
2A 2C 5BB 9.j[C] j.2[B] 2B 3C 236[B] 66C 22B 214AA | 3025 (3319) | 65.59 | Corner | |
Different variation when it comes to 2A corner routing. Because of the nerfs to 4B when it comes to proration, omitting 4B is common when optimizing damage. This route is an example of that. Example | ||||
2A 2C 5BB 9j.[C] j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 3071 (3370) | 62.51 | Corner | |
Slight damage optimization for the route above. Slightly less meter gain in exchange. Example |
5A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A 2C 4B 9j.C j.2[B] 66C 236[B] 2C 3C 214AA | 2622 (2878) | 54.15 | Anywhere | |
Beginner bread and butter combo. Uses 5A starter instead of 2A starter. Example | ||||
5A 5C 4B 8.j[C] j.2[B] dl j.236A 66B(1) 236[A] 3C 2C 214AA | 2943 (3230) | 61.30 | Anywhere | |
5A route that utilizes 5C. Very easy to hit confirm. Example | ||||
5A 5BB 4B 8.j[C] j.2[B] 5[C] 3C dl 2C 236[B] 66C dl 214AA | 2973 (3265) | 68.47 | Anywhere | |
Highly recommended route to learn. Very consistent and good damage for when considering the ease of execution. Example | ||||
5A 2C 5BB 9j.[C] j.2[B] 5[C] 3C 236[B] 66C dl 214AA | 3043 (3342) | 65.95 | Midscreen | |
Example of omitting 4B in a route for damage. Example | ||||
5A 5BB tk j.236B 66C 9.j[C] j.2[B] 5[C] dl 2C 236[B] 3C 214AA | 3108 (3413) | 68.05 | Midscreen | |
High damaging route off a 5A starter that doesn't use force function. Only works in close range. Example | ||||
5A 5BB 5FF(1) 22A dl j.236A 66 9.j[C] j.2[B] 5[C] 3C 236[B] 2C 214AA | 3156 (3463) | GRD | 67.27 | Midscreen |
Optimized 5A starter route. Utilizes 5FF which costs a block of GRD. Only recommended when in vorpal. Close range only. Example | ||||
5A 5BB 4B 9j.[C] j.2[B] 2B 3C 2C 236[B] 66C 22B 214AA | 2974 (3262) | 68.40 | Corner | |
Simple corner route off a 5A starter. Highly recommended to learn. Corner | ||||
5A 5BB 4B 8.j[C] j.2[B] 5[C] 3C 236[B] 66C 22B 214AA | 3040 (3335) | 70.08 | Corner | |
Slight optimization of the route above. Better meter gain as well. Example | ||||
5A 2C 5BB 9.j[C] j.2[B] dl j.236A 3C 236[B] 66C 22B 214AA | 3127 (3431) | 65.44 | Corner | |
Example of omitting 4B in order to push damage. Example |
2B Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B 2C 4B 9j.C j.2[B] 66C 236[B] 2C 3C 214AA | 2834 (3111) | 57.16 | Anywhere | |
Standard beginner combo off a 2B starter. Example | ||||
2B 5BB 4B 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C dl 214AA | 3074 (3374) | 70.58 | Anywhere | |
Highly recommended route for beginners. Very good meter gain as well. Example | ||||
2B 2C 4B dl tk j.236B 66C 9j.[C] j.2[B] 5[C] 3C 236[B] 66C dl 214AA | 3137 (3442) | 70.26 | Midscreen | |
TK fireball route. Looks cool and better damage as well. Commonly used route in tournament play because of the damage and meter gain. Example | ||||
2B 5C 4B 8j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C 2C 214AA | 3142 (3450) | 64.21 | Anywhere | |
2B route that is very easy to hit confirm. Does slightly more damage than the TK fireball route above. Example | ||||
2B 2C tk j.236B 66C dl 623B j.B j.2[B] 5[C] 236[B] 3C 214AA | 3201 (3511) | 64.96 | Midscreen | |
Close range TK fireball confirm. Omits 4B for more damage. Utilizes the 66C dl 623B filler which is the most important part of Phonon's combo game. Example | ||||
2B 2C tk j.236B 66C dl 623B j.B j.2[B] dl j.236A 66B(1) 236[B] 3C 214AA | 3268 (3583) | 62.22 | Midscreen | |
Slight optimization of the above route. Close range only. Example | ||||
CH 2B 5BB 4B 8j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA | 3172 (3482) | 71.79 | Midscreen | |
Counterhit only. Common situations where you will get counterhit 2B is calling out a rebeat or challenging on defense. At farther ranges, do 9j.2[B] instead. One of the most important combos you should learn because of the 66B link. Example | ||||
2B 2C 4B 9j.C j.2[B] 5B 3C 236[B] 66C 22B 214AA | 2989 (3279) | 62.68 | Corner | |
Very simple corner route. Example | ||||
2B 2C 4B 9j.C j.2[B] dl j.236A 3C 236[B] 66C 22B 214AA | 3083 (3382) | 62.39 | Corner | |
Slight optimization of the above route. Example | ||||
2B 5BB 4B 9j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B 214AA | 3179 (3491) | 70.46 | Corner | |
Highly recommended route to learn. Good damage and meter gain. Example | ||||
2B 5BB 3C tk j.236B j.22B j.3[C] j.2[B] 66C 66B(1) 236[B] 2C 214AA | 3238 (3552) | 67.74 | Corner | |
Close range 2B corner routing. Utilizes j.236B j.22B j.3[C] combo filler which is new in CLR. Example | ||||
2B 5BB 214BB 5A j.B j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 3247 (3560) | 65.48 | Corner | |
Routing that utilizes 214BB, which is an optimization used at high level. Highly recommend this route if you want to push damage. Example | ||||
2B 2C 5[C] 22A dl j.236A 9j.[C] j.2[B] 66C 66B(1) 236[B] 3C 214AA | 3455 (3792) | 71.09 | Corner | |
BIG damage route. Very hard to do. Only do if you want to style on the opponent. Close range only. Example |
5BB Starters
Combo | Damage | Cost | Meter Gain | Location |
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5BB 4B 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C 214AA | 3090 (3393) | 67.73 | Anywhere | |
Very easy staple combo. Recommended for beginners. Example | ||||
5BB 4B 8j.2[B] 66C dl 623B 66B j.22A wj.A 9j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C 214AA | 3270 (3585) | 74.20 | Midscreen | |
Very important route to learn when learning her combos. Uses j.22A in the combo which is exclusive to CLR. Example | ||||
5BB 4B 8j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA | 3315 (3639) | 74.57 | Midscreen | |
This route is highly recommended when learning this character. Requires a deeper dash than usual for the dash 5[C] after 236[B]. Can omit j.[C] and go straight into j.2[B] for consistency. Example | ||||
5BB tk j.236B 66C dl 623B j.B j2[B] 5[C] 3C 2C 236[B] 66B(1) 214AA | 3337 (3661) | 71.32 | Midscreen | |
TK fireball routing. Can only be done at close range. Example | ||||
5BB tk j.236B 66C dl 623B j.B j.2[B] dl j.236A 66B(1) 236[B] 3C 2C 214AA | 3367 (3696) | 65.63 | Midscreen | |
Optimized TK fireball routing. Can only be done at close range. Example | ||||
5BB 8j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j3[C] j.2[B] 2C 3C 214AA | 3449 (3782) | 72.77 | Midscreen | |
Max damage 5BB route. Advanced route that uses j.3[C] routing. For gamers only. Close range only. Example | ||||
5BB 4B 9.j[C] j.2[B] 2B 3C 2C 236[B] 66C 22B 214AA | 3131 (3436) | 67.90 | Corner | |
Very simple corner route. Recommended for beginners. Example | ||||
5BB 4B 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C 22B 214AA | 3219 (3243) | 73.66 | Corner | |
Slightly more damaging variation of the above route. Example | ||||
5bb 4b 8j.[c] j.2[b] dl j.236a 3c 2c 236[b] 66c 22b 214aa | 3243 (3560) | 67.63 | Corner | |
Corner route that uses j.236a filler for more damage. Example | ||||
5BB 4B 7j.[C] 66C 623B 2C 236[B] 66C 22B 214AA | 3259 (3576) | 69.72 | Corner | |
This route is highly advised to learn. Learning the spacing for when you can go for this route is crucial for optimizing damage. Unlike the midscreen variation, you don't have to delay the 623B. Example | ||||
5BB 214BB 5A j.B j.2B dl j.236A 3C 236[B] 66C 22B 214AA | 3344 (3671) | 64.94 | Corner | |
B rekka routing. Use if you wanna push damage. Example | ||||
5BB 214BB 5A 8j.B j.2[B] 5[C] dl 2C 236[B] 66C 22B 214AA | 3423 (3755) | 71.31 | Corner | |
B rekka routing. More damaging variation and better meter gain. Use if you wanna push damage. Example | ||||
5BB 3C tk j.236B 66C 22B dl j.236A 8j.[C] j.2[B] 5B 2C 236[B] 66B(1) 214AA | 3468 (3807) | 72.01 | Corner | |
Max damage 5BB corner route. Need to be close range for this route. Example |
2C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C 4B 9j.C j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA | 3320 (3644) | 70.97 | Midscreen | |
Notice how this combo is used alot? This is a very important combo to learn, especially off of bigger starters. Make learning this route a priority as it will be used a majority of the time. Example. | ||||
2C tk j.236B 66C dl 623B j.B j.2[B] 5[C] 3C 2C 236[B] 66B(1) 214AA | 3397 (3726) | 69.03 | Midscreen | |
Combo that utilizes the 2C 8A 236B option select. This OS is important to learn because it allows the player to stay safe when 2C is blocked and get a confirm when 2C isn't blocked. Good damage as well. Example. | ||||
2C 4B 5C(2) dl 9j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22A wj.A 9j.[C] j.2[B] 5B 214AA | 3429 (3762) | 70.50 | Midscreen | |
CLR routing that uses j.22A routing in the combo. Good damage. Example. | ||||
2C 4B 5C(2) 5BB(2) 9j.2[B] 66C dl 623B 66B(1) 236[b] tk j.236B j.22A wj.A 9j.[C] j.2[B] 2B 214AA | 3453 (3788) | 74.64 | Midscreen | |
Optimized variation of the above combo. Really good meter gain as well. Example. | ||||
CH 2C w2A 5BB 9j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA | 3423 (3760) | 76.01 | Midscreen | |
A common situation with Phonon is scoring a counterhit when rebeating a normal. There is more untech time when someone gets counterhit, so learning this pickup is important. Utilizes her staple combo. Example. | ||||
CH 2C w2A 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j.3[C] dl j.2[B] 3C 5B 214AA | 3585 (3933) | 67.06 | Midscreen | |
Optimized pickup after getting a counterhit from a normal that was rebeated on block. Close range only. Utilizes j.3[C] routing. Example. | ||||
CH 2C w2A 4B 5C(2) 5BB(2) 9j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA | 3400 (3730) | 79.54 | Midscreen | |
Long ranged combo after getting a counterhit from a normal that was rebeated on block. Very high meter gain as well. Example. | ||||
2C 4B 9j.C j.2[B] 5B 3C 236[B] 66C 22B 214AA | 3149 (3456) | 60.17 | Corner | |
Very simple corner route. Recommended for beginners. Example. | ||||
2C 4B 9j.C j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 3225 (3541) | 57.17 | Corner | |
Slightly more damaging variation of the above route. Worse meter gain though. Example. | ||||
2C 4B 9j.C j.2[B] dl j.236A 3C 5[C] 236[A] 66C 22B 214AA | 3282 (3602) | 67.63 | Corner | |
Most damaging variation of the above route. Better meter gain as well. Example. | ||||
2C 5BB 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C 22B 214AA | 3355 (3684) | 75.27 | Corner | |
Example of omitting 4B in a combo for more damage. Walking back before doing 5[C] is important if you are too close to the corner, as 3C will whiff at certain distances. Very high meter gain. Example. | ||||
2C 5B 3C 214BB 5A 8j.B j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 3436 (3768) | 68.22 | Corner | |
High damage corner routing. Utilizes B rekka. Close range only. Example. | ||||
CH 2c w2A 5BB 9j.[C] j.2[B] j.B j.236A 3C 5[C] 236[A] 66C 22B 214AA | 3366 (3696) | 75.38 | Corner | |
Corner pickup off a counterhit 2C that was rebeated on block. Introduces staircase routing (j.2[B] j.B j.236A) which allows for the combo to save an OTG. This is also used in 6FF~B routing as well. High meter gain. Example. | ||||
CH 2C w2A 623B 2B 214BB 2C 3C 5[C] 236[A] 66C 22B 214AA | 3587 (3935) | 73.35 | Corner | |
Optimized corner pickup off a counterhit 2C that was rebeated on block. Introduces B pillar corner routing, which is where Phonon gets her most damaging combos. The 2B after 623B and the 2C after 214BB are both links. Very advanced combo but very rewarding. Close range only. Example. | ||||
2C tk j.236B 66C 5FF(1) 22A dl j.236A 9j.[C] j.2[C] 5B 3C 236[B] 66B(1) 214AA | 3314 (3637) | GRD | 62.14 | Corner |
Corner route that utilizes the 2C 8A 236B option select. Uses a block of GRD, so be cognitive of the vorpal cycle when using this combo. Example. |
5C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5c 4b 8j.[c] j.2[b] 66c dl 623b 66b(1) 236[b] 66 5[c] 3c 2c 214aa | 3479 (3821) | 75.76 | Midscreen | |
Basic 5C combo. Prioritize learning this basic combo route.Example | ||||
5c 4b 8j.[c] j.2[b] 66c dl 623b j.b j.2[b] dl j.236a 66b(1) 236[b] 3c 2c 214aa | 3542 (3889) | 76.30 | Midscreen | |
Slightly more damaging variation of the above route. Example | ||||
5c 4b 8j.2[b] 66c dl 623b 66b dl j.236a 9j.[c] j.2[b] 66 5b 2c 236[b] 3c 214aa | 3560 (3906) | 79.65 | Midscreen | |
Another variation of the midscreen route. Example | ||||
5c 4b 8j.2[b] 66c dl 623b 66b(1) 236[b] tk j.236b j.22b j.3[c] j.2[b] 2c 3c 214aa | 3568 (3914) | 77.20 | Midscreen | |
TK fireball route. Highly recommended when pushing damage. Example | ||||
5c 8j.2[b] 66c dl 623b 66b(1) 236[b] tk j.236b j.22b j.3[c] j.2[b] 2c 3c 214aa | 3729 (4090) | 74.80 | Midscreen | |
Example of omitting 4b in a combo to push damage. When point blank, do 8j.2[b] instead of 9j.2[b]. Example | ||||
5c 4b 8j.[c] j.2[b] 5b 3c 2c 236[b] 66c 22b 214aa | 3432 (3767) | 69.99 | Corner | |
Basic corner combo. Can do dash 5B to make the combo easier. Example | ||||
5c 4b 8j.[c] j.2[b] dl j.236a 3c 2c 236[b] 66c 22b 214aa | 3515 (3860) | 69.61 | Corner | |
Slightly more damaging variation. Example | ||||
5c 4b 7j.[c] j.2[b] 66c 623b 2c 236[b] 66c 22b 214aa | 3531 (3876) | 71.70 | Corner | |
Corner route that uses 66c 623b filler. Example | ||||
5c 214bb 5a j.b j.2[b] dl j.236a 3c 2c 236[b] 66c 22b 214aa | 3663 (4023) | 71.11 | Corner | |
B rekka combo corner routing. Example | ||||
5c 214bb 5a 5bb j.[c] j.2[b] dl j.236a 3c 236[b] 66c 22b 214aa | 3802 (4173) | 76.11 | Corner | |
High damage route. Close range only. Unlike the combo above, the 214b is a link, not a cancel. When doing 5A 5BB, there is two important aspects to the combo. First, immediately do 5B after the 5A hits. Second, delay the second hit of 5BB to get the pickup. Example | ||||
5c 22a j.236b 66c 22b dl j.236a j.[c] j.2[b] 5b 2c 236[b] 3c 214aa | 3891 (4270) | 76.32 | Corner | |
Max damage corner route off of 5C. VERY HARD combo to do. Worth practicing if the confidence in execution is there. Example |
4B Starters
4B in particular is the normal that is most affected by distance proration in Phonon's kit, so the damage values and meter will vary depending on the ranges you hit the combo. The damage values and meter gain listed do not account for distance proration so keep this in mind when learning these combo routes.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
4b 5c(2) j.[c] j.2[b] 66c dl 623b 8j.b j.2[b] dl j.236a 66b(1) 236[b] 3c 2c 214aa | 3131 (3435) | 72.41 | Midscreen | |
Basic 4b combo route. Highly recommended to learn. Example | ||||
4b 5c(2) 5bb(2) 9j.2[b] 66c dl 623b 66b(1) 236[b] tk j.236b j.22b j.3[c] 2c 3c 214aa | 3214 (3525) | 76.90 | Midscreen | |
4b route that uses TK fireball routing. Example | ||||
4b tk j.236b 66c dl 623b 9j.b j.2[b] 66 5[c] 3c 2c 236[b] 66b(1) 214aa | 3264 (3583) | 67.44 | Midscreen | |
4b route that uses the 4B 8A 236B hit OS. Example | ||||
4b j.c j.2[b] 66c dl 623b 66b(1) 236[b] tkj236b j22b j3[c] j2[b] 2c 214aa | 3264 (3583) | 67.44 | Midscreen | |
Max damage 4b midscreen route. Route is off a raw 4b which is a rare situation, but a good combo to learn regardless. Uses TK fireball routing. Example | ||||
4b w2a 5a 9j.b j.2[b] 66c dl 623b 66b j.22a wj.a 9j.[c] j.2[b] 66 5b 2c 236[b] 3c 214aa | 3101 (3400) | 73.09 | Midscreen | |
Rebeating 4b with 2a (or 5a) is very common when running offense with Phonon. When 4b hits and you still rebeat, there is still enough untech time for her to combo 5a afterwards. This is a route that should be learned for this specific situation. Example | ||||
4b w2a 5a j.b j.2[b] 66c dl 623b 66b(1) 236[b] tk j236b j22b j3[c] j2[b] 2c 3c 214aa | 3180 (3486) | 71.81 | Midscreen | |
More damaging rebeat confirm from midscreen. Example | ||||
4b 5c(2) 9j.[c] j.2[b] 5b 3c 2c 236[b] 66c 22b 214aa | 2989 (3280) | 65.58 | Corner | |
Basic corner confirm. Recommended for beginners. Example | ||||
4b 5c(2) 5bb(2) 9j.[c] j.2[b] dl j.236a 3c 2c 236[b] 66c 22b 214aa | 3138 (3444) | 68.87 | Corner | |
More damaging confirm in the corner. Example | ||||
4b 7j.[c] j2[b] 66c 623b 2c 5[c] 3c 236[b] 66c 22b 214aa | 3428 (3763) | 76.47 | Corner | |
Max damage 4B route in the corner. From a raw 4B hit which is pretty rare but recommended to learn when optimizing Phonon's damage. Example | ||||
4b tk j.236b 66c 5FF(1) 22a dl j.236a 9j.[c] j.2[b] 5b 2c 236[b] 3c 214aa | 3136 (3441) | GRD | 62.78 | Corner |
Corner route off the 4B 8A 236B hit OS. Uses GRD. Example | ||||
4b w2a 5a 9j.b j.2[b] 66b j.22b j.3[c] j.2[b] 5b 2c 236[b] 3c 214aa | 3000 (3291) | 67.15 | Corner | |
Basic rebeat confirm in the corner. Example | ||||
4b w2a 5a 5bb 9j.[c] j.2[b] dl j.236a 3c 2c 236[b] 66c 22b 214aa | 3174 (3482) | 68.22 | Corner | |
More damaging corner confirm from a rebeat. Example |
5[C] Starters
5[C] is a normal where the 2nd hit will only combo during a counter hit state. 5[C] routes are mainly used for max damage punishes, mainly DP or super punishes.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Counter Hit 5[C] 66C dl 623B 66B dl j.236A 9j.[C] j.2[B] 66 5B 2C 236[B] 3C 214AA | 3682 (4041) | 75.19 | Midscreen | |
Easy 5[C] punish combo. The 66C after counter hit 5[C] is a link. It is hard at first, but it isvery important when optimizing this character. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B dl j.236B j.22A wj.A 9j.[C] j.2[b] dl j.236A 66 3C 2C 236[B] 66C 214AA | 3736 (4100) | 79.95 | Midscreen | |
Highest meter gain out of every 5[C] combo mid screen. Slightly more damage. Uses j.22a CLR routing. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B 236[B] tk j.236B j.22A wj.A 9j.[C] j.2[B] 2C 3C 214AA | 3751 (4117) | 70.35 | Midscreen | |
Slightly more damaging variation of the above combo with less meter gain. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B 236[B] tk j.236B j.22B j.3[C] j.2[B] 2C 3C 214AA | 3815 (4188) | 73.26 | Midscreen | |
Highly recommend learning this combo. The most reliable combo when it comes to damage and execution. Utilizes TK j.236B routing. https://youtu.be/KeKWPNt2CyE | ||||
Counter Hit 5[C] 66C dl 623B 66B 236[B] 66 2C tk j.236B j.22B j.3[C] dl j.2[B] 3C 2C 214AA | 3855 (4232) | 77.35 | Midscreen | |
Optimal midscreen combo. Very hard combo to do because of the microdash 2C TK j.236b filler. Be careful attempting this because if you mess up the microdash 2C, you can end up getting 3C on accident, which can lead to Phonon getting punished. Example | ||||
Counter Hit 5[C] 3C tk j.236B j.22a wj.A 66C 22B j.236A 9j.[C] j.2[B] 5B 2C 236[B] 66B(1) 214AA | 3727 (4091) | 76.20 | Corner | |
5[C] corner route. Good meter gain. Example | ||||
Counter Hit 5[C] 3C 2C 214BB 5A j.[B] j.2[B] dl j.236A 66B(1) 236[B] 66C 22B 214AA | 3791 (4161) | 75.14 | Corner | |
B rekka corner route. Highly recommend learning this route because the difficulty is low while having very good reward. Lowest meter gain out of the corner routes so keep that in mind. https://youtu.be/fnZ9i8bUpFg | ||||
Counter Hit 5[C] 3C dl 623B 2B 214BB 2C dl 5B tk j.236B j.22A wj.A 66B(1) 236[B] 66C 22B 214AA | 3871 (4248) | 81.57 | Corner | |
Max damage and max meter gain. Very hard combo route. Doesn't work on linne, wald, yuzu, seth, or vatista (lmao). https://youtu.be/bWaTM29A4qI |
Assault Starters (WIP)
This section of combos will have subsections. The subsections will be assault j.C, assault j.2[B], and assault j.A>CS. These are the 3 main starters from assault that should be prioritized when learning Phonon's combos.
Assault j.C Routes (WIP)
Videos
External Links
Phonon Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-02-22 by Glacey.
75% complete | ||
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