Under Night In-Birth/UNICLR/Wagner/Combos

From Mizuumi Wiki
Jump to navigation Jump to search
Profile-wagner.jpg
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

For beginners, it is recommended to learn the 5A bread and butter and the 5B bread and butter as these two combos can be used for most situations. For even more combos, visit https://www.evernote.com/shard/s389/sh/1d514165-6279-439f-802e-0432cf3eb216/70f3a55264f5c04b

Theory

Combo theory

  • In general, for good starters you get more damage confirming 5B/5C into 2C [FF] rather than 6B 6C [FF].
  • Midscreen [FF] routes (also notated as "good starters") can add another 214X after 66C for extra corner carry.

FAQ

My 66C doesn't come out/whiffs in the staircase routes
  • Delay the 2C if it looks like the opponent is too high making your 66c whiff. If your 66c looks like it's coming out too late and whiffing, buffer 66C after the j.B.

Enders

Combo Cost Location
  • If ending in 22C, you can add a 236A after the 66C.
  • Basic ender that nets you good oki and 1 buff.
  • Omit 236A~A 66C if you don't have sword buff and just go straight into 214B after 66C.
  • Slightly more damage and corner carry while providing better oki in the corner however gives worse oki if done midscreen.
  • VO strip ender.
  • Requires sword buff
  • Can only meaty with 66C in vorpal if done midscreen, however if you can't go all the way to the corner you can usually side swap and VO strip.
  • VO strip ender.
  • Corner VO strip that works off of A starters.

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • Works off essentially every starter, use this if you think the other combos will drop due to scaling. Has mediocre corner carry and lower damage than the other combos.
  • The bread and butter route.
  • Corner route off of A starters.
  • Remove 2C if multiple 5A/2As were used.
  • Slightly more consistent A starter route.
  • Can replace j.236B with 66C if opponent is too far for j.236B to reach or if you are close to the corner and wish to VO strip.
  • Ground to air 5A combo.
  • If close to/in the corner, can omit j.236[B] and strip using FF 22A VO strip ender.
  • 5A/2A side swap
  • Requires the opponent to be essentially point blank.
  • Can vorpal strip if side swapped into corner by using 66C FF after the 6C.
  • Optimal A starter combo.
  • Optimal vorpal A starter combo.

B Starters

Combo Damage Cost Meter Gain Location
  • The bread and butter for good starters.
  • Replace 66B with dash 2C 5C for more damage (2971).
  • Staircase route for good starters.
  • Builds slightly more meter for slightly less damage than the bread and butter.
  • Required for when you run out of ground/wall bounces.
  • 5B 2C corner confirm
  • 5B 6B corner confirm.
  • Ash Route.
  • Does a decent amount more damage than the standard BNB.
  • Stable off of 5B 6B 6C, 5B 2C, and CH 6B
  • Requires delay on 5C, j.C, and 66b
  • Knotts's side swap route.
  • Brings the opponent all the way to the corner while routes using 236b to side swap does not always do.
  • Can VO strip
  • If slightly further away after [FF] 22a or if confirming from 5B/C 2C, append 66b before 3C.
  • Basic B/C starter combo.
  • Other followups that go into the same route: 2C [FF] etc, 5C 2C [FF] etc.
  • Replace 66B with dash 2C 5C for more damage (3117).
  • 2B is unfortunately a bad starter unless counter hit.
  • Ground to Air 5B hit confirm

C Starters

Combo Damage Cost Meter Gain Location
  • Basic B/C starter combo.
  • Other followups that go into the same route: 2C [FF] etc, 214A 6B 6C [FF] etc.
  • Replace 66B with dash 2C 5C for more damage (3121).
  • 214A is usually used from 5C when aiming for plus frames but 214B sometimes is required if the opponent is further out.
  • Corner 5C 2C confirm.
  • Basic B/C starter combo.
  • Replace 66B with dash 2C 5C for more damage (2759).
  • 6C combo.
  • Dive kick starter.
  • Useful punish for command grabs or a hard read on a throw attempt.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Midscreen counter hit assault confirm
  • Corner assault j.A CS confirm
  • Use j.C instead of j.B for an easier combo with slightly less damage.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • For easier confirms when your 3C doesn't counter hit
  • For easier confirms when your 3C doesn't counter hit
  • 623A anti-air confirm.
  • Add 2C before 3C if 623A counter hits.
  • The 236C will cause a side swap.

Other Starters

Combo Damage Cost Meter Gain Location
  • CH 214[X] combo midscreen.
  • Requires you to do staircase route due to early use of ground bounce
  • Also works with 214[X] CS.
  • Counter hit 214[X] starter in the corner
  • If you want to save sword buff to VO strip, you can do 3C j.[B] j.236[B] 66C instead.
  • Counter hit j.236A starter
  • Corner 2AD CS combo.
  • Sword buff 236A combo
  • Can VO strip using 3C j.[B] route instead of 236B~B.
  • If too many hits from the initial 236a, omit 2C. Alternatively, you can do 5B > 5[C] instead.
  • Buff-less 236A combo
  • 236C starter
  • On CH, you can confirm into 66C [FF] instead. The staircase route must be used since 236c used up a ground bounce.

Videos

External Links

Wagner Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-01-17 by Knotts.

60% complete
Page Completed To-do Score

Overview

  • Frame data added for nearly all moves.
  • New moves have been added.
  • Rebeats and gaps listed.
  • Gameplay summary was written during UNIST, may need revising.
  • Move descriptions may need revising.
  • Minor frame data still needed.
40/50
Strategy
  • Most strategy sections have been filled with content
  • Fill in character match-up data
15/25
Combos
  • Started adding combos
  • Add more combos
5/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika