Under Night In-Birth/UNICLR/Phonon/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.

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
  • If you only want to learn one combo, this is a great option.
  • Works off of most starting normals, and is close to optimal off of 5A/2A (damage/meter numbers represent a 2A starter).
  • Requires a slight delay between 3C and 2C. However, this window is quite generous; just don't rush it.
  • If you're very close to the corner, omit 5[C], or use the combo below this one.
  • Example
  • If you only want to learn one combo, this is another great option.
  • Works off of basically any starting normal; however, if you start this with 5A/2A, add a B or C normal before the 4B.
  • Does a bit less damage than the above combo off some starters, but is useful at longer ranges since 4B pulls them into the rest of the combo.
  • If you're very close to the corner, you may need to neutral or back jump in order for the 5[C] to connect.
  • Example
  • Low damage, but very good corner carry.
  • You can replace 214AA with 6FF-B to go even further, or replace the second 66C with 2C for more damage.
  • Example
  • Simple assault j.C route.
  • See notes in first combo about dl.2C and omitting 5[C] in the corner.
  • Example
  • Simple assault j.A instant overhead route.
  • See notes in first combo about dl.2C and omitting 5[C] in the corner.
  • Example

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

Standard meterless enter. Good knockdown.

Standard meterless ender for combos that prorate too much. Can air tech.

6FF knockdown. Her best meterless ender. Costs GRD to use. Best used when the vorpal cycle is secured.

Sideswitch ender off bigger starters like 2C or 5C.

Ender mainly used for timer scams. Can also be used after a chain shift to build meter.

  • Very simple VO combo route. Use when your opponent has vorpal to make them not have vorpal.

VO ender off bigger starters like 2C or 5C. Mainly used after 66C dl 623B combo filler.

  • 623C is your best metered ender. High damage and a very advantageous knockdown.
  • Generally, you want to use 623C as a metered ender over 214C, which has lower damage and a worse knockdown. However, you can use 214C for corner carry or to waste time towards the end of the round.

Corner ender that can be used off any starter.

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.

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.

VO combo ender that can be used off any starter.

Slightly optimized VO ender. Uses Force Function which costs a block of GRD.

  • A simple way to use all your resources to close out a round.

Kill combo. Can only be done when under 30% health.

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

Heavily prorated 2A route. Very simple bread and butter combo. Recommended for beginners. Example

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

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

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

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

Route off a single 2A. Omit the delayed 5B and just do 3C 214AA for consistency. Example

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

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

HIGHLY recommended for beginners. Standard corner route off 2A. Introduces the 66C 22B 214AA ender which is crucial to Phonon's combo game. Example

Slight optimization of the route above. Example

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

Slight damage optimization for the route above. Slightly less meter gain in exchange. Example

5A Starters

Combo Damage Cost Meter Gain Location

Beginner bread and butter combo. Uses 5A starter instead of 2A starter. Example

5A route that utilizes 5C. Very easy to hit confirm. Example

Highly recommended route to learn. Very consistent and good damage for when considering the ease of execution. Example

Example of omitting 4B in a route for damage. Example

High damaging route off a 5A starter that doesn't use force function. Only works in close range. Example

Optimized 5A starter route. Utilizes 5FF which costs a block of GRD. Only recommended when in vorpal. Close range only. Example

Simple corner route off a 5A starter. Highly recommended to learn. Corner

Slight optimization of the route above. Better meter gain as well. Example

Example of omitting 4B in order to push damage. Example

2B Starters

Combo Damage Cost Meter Gain Location

Standard beginner combo off a 2B starter. Example

Highly recommended route for beginners. Very good meter gain as well. Example

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 route that is very easy to hit confirm. Does slightly more damage than the TK fireball route above. Example

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

Slight optimization of the above route. Close range only. Example

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

Very simple corner route. Example

Slight optimization of the above route. Example

Highly recommended route to learn. Good damage and meter gain. Example

Close range 2B corner routing. Utilizes j.236B j.22B j.3[C] combo filler which is new in CLR. Example

Routing that utilizes 214BB, which is an optimization used at high level. Highly recommend this route if you want to push damage. Example

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

Very easy staple combo. Recommended for beginners. Example

Very important route to learn when learning her combos. Uses j.22A in the combo which is exclusive to CLR. Example

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

TK fireball routing. Can only be done at close range. Example

Optimized TK fireball routing. Can only be done at close range. Example

Max damage 5BB route. Advanced route that uses j.3[C] routing. For gamers only. Close range only. Example

Very simple corner route. Recommended for beginners. Example

Slightly more damaging variation of the above route. Example

Corner route that uses j.236a filler for more damage. Example

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

B rekka routing. Use if you wanna push damage. Example

B rekka routing. More damaging variation and better meter gain. Use if you wanna push damage. Example

Max damage 5BB corner route. Need to be close range for this route. Example

2C Starters

Combo Damage Cost Meter Gain Location

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.

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.

CLR routing that uses j.22A routing in the combo. Good damage. Example.

Optimized variation of the above combo. Really good meter gain as well. Example.

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.

Optimized pickup after getting a counterhit from a normal that was rebeated on block. Close range only. Utilizes j.3[C] routing. Example.

Long ranged combo after getting a counterhit from a normal that was rebeated on block. Very high meter gain as well. Example.

Very simple corner route. Recommended for beginners. Example.

Slightly more damaging variation of the above route. Worse meter gain though. Example.

Most damaging variation of the above route. Better meter gain as well. Example.

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.

High damage corner routing. Utilizes B rekka. Close range only. Example.

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.

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.

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

Basic 5C combo. Prioritize learning this basic combo route.Example

Slightly more damaging variation of the above route. Example

Another variation of the midscreen route. Example

TK fireball route. Highly recommended when pushing damage. Example

Example of omitting 4b in a combo to push damage. When point blank, do 8j.2[b] instead of 9j.2[b]. Example

Basic corner combo. Can do dash 5B to make the combo easier. Example

Slightly more damaging variation. Example

Corner route that uses 66c 623b filler. Example

B rekka combo corner routing. Example

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

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

Basic 4b combo route. Highly recommended to learn. Example

4b route that uses TK fireball routing. Example

4b route that uses the 4B 8A 236B hit OS. Example

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

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

More damaging rebeat confirm from midscreen. Example

Basic corner confirm. Recommended for beginners. Example

More damaging confirm in the corner. Example

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

Corner route off the 4B 8A 236B hit OS. Uses GRD. Example

Basic rebeat confirm in the corner. Example

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

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

Highest meter gain out of every 5[C] combo mid screen. Slightly more damage. Uses j.22a CLR routing. Example

Slightly more damaging variation of the above combo with less meter gain. Example

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

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

5[C] corner route. Good meter gain. Example

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

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
Page Completed To-do Score

Overview

  • Added list of players and resources.
  • Add some videos.
45/50
Strategy
  • Wrote overview on the character with various sections.
  • Finish matchup section.
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Combos
  • Finished 4B combo section.
  • Finish the rest of the combo section.
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