Under Night In-Birth/UNICLR/Yuzuriha/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.

Yuzuriha specific notation notes:

  • Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are generally better or worse than others, with the exception that holding D mid-combo is discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
  • ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D release, so it is important to not hold down D when attempting to D cancel.
  • Combos on this page where D cancels aren't written before a link into a normal should be read as exiting stance by releasing the held button instead. D cancels will work for these combos, but the extra recovery from not D canceling sets up a helpful or necessary delay.
  • Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC more accurately correspond to 236A~B~A~C for example, but reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
  • XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously.

Getting Started

Starter Combos

See the first entries for each starter. Combos for lower quality starters (throw < assault < A starters; 6X starters) will also work on better starters (B/C normals; 236X starters), so prioritize those and work up from there.

Theory

Most combos beginning from close range hits follow the formula of hit>launcher + air followup(>optional extender)>stance chain>ender. In some cases, the launcher and followup is delayed to the middle of the combo and an extending sequence is inserted beforehand.

Combos from mid/far ranges rely heavily on stance attacks to confirm, most notably 236A/B, 214B, and their air counterparts. This allows Yuzuriha to close space and follow with a short relaunch sequence into an ender.

Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.

Adding too much filler between the initial hit and the launcher may reduce damage or prevent the use of certain components.

Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.

FAQ

How do I do j.C into 66B/66C etc?

Remember that you can start inputting motions before you're actionable, and that UNI has a small input buffer. Begin the 66 input during your air attack, then input your attack as you land. Remember to hold 6 through the attack input.

When do I D cancel?

More than 2f into the startup of the move you wish to cancel, but not so late into recovery as to miss the cancel window. The fail timing typically comes quite late, so the window for successful D cancels is very large. On Yae Ichirin for example, you can D cancel at any time until Yuzuriha lands from her flip. Note that 236A and 236B have reduced base damage if you D cancel during their startup, so a safe timing for D cancels is slightly after the move would connect.

How do I do these fast motion sequences?

You have more time for each input than you probably realize. You can start the motion as soon as you finish the previous attack input, or even sooner in some cases. Use your time effectively and keep your inputs clean. It may not happen immediately, but given time and focused practice you can succeed.

How do I know which button to hold?

You can hold any button so long as it's not used after the first stance attack in the sequence, but should avoid holding D in combos.

Why not D hold?

D hold midcombo increases damage scaling. Your combos will do less damage, potentially up to several hundred less damage depending on the routing.

On the other hand, D hold in neutral is acceptable and often encouraged for flexibility. D hold scaling does not apply to combo starters, so it often has no or very limited impact.

How to manage holds on pad?

Remap your controls and/or use claw grip. C and/or D on shoulder buttons is common, but different players use many different setups. Take advantage of the macro binds as well.

How do I D-pair if I'm already holding D?

This requires a more strict technique we call "negative edge D-pair", which relies on the standard D cancel timing on D release.

How do I input (6C/236A/236B>)6A>FF~A~D?

6A>FF~A requires pressing all three attack buttons, and we don't want to D hold or else the damage gain is lost. We use a special behavior during chained stance attacks: once a hold is established, that hold remains active until Yuzuriha returns to a neutral animation (standing, falling, etc). For example, we can input 6C>6A>FF~A~D as 6[C]>6A]C[>FF~A~D. With proper timing, this gives a C hold for the full sequence.

It is possible to use this property for many other routes if desired. Pad players in particular may find it helpful.

Enders

Combo Cost Location

Basic midscreen knockdown option. Useful if you'd rather keep the opponent close than get some extra damage and meter.

Primary midscreen ender. Adds damage, creates space, and knocks the opponent high into the air for high frame advantage. May need to delay 236B slightly for proper height in some cases; delaying the 236A+D slightly creates more space after the combo. Can also input as 236[B]~A~C.

66B is sometimes replaced by some portion of the 4C 2C 4B sequence, at minimum incorporating 2C.

Alternate version of the previous ender. Often does slightly less damage due to D hold scaling, but generates slightly more meter and in some cases will deal similar or slightly more damage. Functionally interchangeable in most situations.

Basic corner knockdown ender. Hard knockdown if hit low enough, meaning the opponent is unable to air tech forward. Leaves you slightly plus at 5B range. Generally not used midscreen because it pushes the opponent much further away than 66B without the damage of the 236X enders, but in the corner the resulting spacing is much closer. Landing after leaves Yuzuriha around +8 at 5B range, or she can cancel into j421A>j214A~D or j214C.

Damage ender for the corner. Nets a left-right mixup if the opponent airtechs forward. Can add 236B beforehand for slightly more damage but no mixup.

Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead.

Corner safejump setup. Works against reversals as fast as 4f. Note that stance ends without D canceling here to framekill before the air assault. Any air normal will work here given proper timing; j.A is easiest since it's active until landing.

Safejump setup for corner TK routing. Works against all tech directions and again beats 4f reversals.

Midscreen meter dump. 236C retains the strong frame advantage of the 236X enders and adds about 500 damage. 214C does more damage for worse oki.

IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen.

Corner meter dump. 236B~A 214B j214C+D can squeeze out a little more damage to close rounds.

Low meter CVO ender. Skip to IW after 236BA in the corner.

For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired.

High health CVO ender. Delay the j.214C slightly to ensure IW connects in the corner. 214C also works, but is slightly slower and thus slightly more meter depletes before you can IW. If health is <30% and you have at least 110 meter, you can do this route with IWEX instead of IW. Sideswaps, so you may want to use 236C instead of j.214C if the combo won't kill.

Low health CVO ender, requires full meter before CVO.

Combos

Damage and meter gain are generally given for enders 66B 236B~A~B 236AD midscreen and 66C in corner. Exceptions are noted where relevant. These exceptions broadly fall within three groups:

Highly optimized midscreen FF~A routes that incorporate both 236B and 236A generally deal equal or better damage with 236ABAC 236AD ender, along with the slight advantage in meter gain.

Certain midscreen throw routes also favor ABAC, simply because the route is so prorated that all hits of the ender deal minimum damage. Quantity of hits thus results in higher damage.

Routes that pull the opponent out of the corner should end in 236BAB236AD. 66C ender's positioning is less than ideal in this situation, as the opponent is not fully in the corner and at a different spacing than standard corner knockdown.

Yuzuriha's routing is such that a given route is often applicable to many different starters with minimal changes. B/C normals, 6X, and 236X can generally employ the same routes at close range with minimal adjustments for example, or even use A starter routes. As such, routes are outlined in general terms. Details for damage, meter gain, and starter-specific confirms and optimizations are given in a dropdown field under each route. On routes where multiple confirm options or slight variations are shown, damage is listed with ranges. Options within routes for specific starters are ordered from least damage to greatest, rather than any consideration for practicality. Other confirms into these combos may exist; those shown are simply the ones considered most notable.

"Close Range" routes encompass anything where routing into 236A 9D icj2C is practical, and include many of Yuzuriha's most damaging combos. "Mid Range" extends from this point (about max 5B range) to just beyond 214B range. Routes in this category are staples for neutral conversions and stance pressure. 236B and 236C can also convert from beyond this range, and thus modifications for "Far Range" confirms are sometimes required.

Throw Starter

Midscreen
Combo Damage Cost Meter Gain Location

Basic midscreen throw route. J2C jB jC does notably more damage than jB j2C jC, so getting comfortable with that variation is strongly recommended.

Higher damage throw route. 236ABAC ender gives better damage than 236BAB on this route. 5C dl236BA does more damage and is Yuzuriha's optimal resourceless midscreen throw route, but the timing is very precise.

A more practical optimization to midscreen throw routes. Slight delay after 2C helps with consistency.

Max damage midscreen throw route. Also adds significant corner carry. 66C timing is very strict here; not D canceling the stance jump sets up the needed jB delay.

Corner
Combo Damage Cost Meter Gain Location

Basic corner route. Stable and reliable against all characters. Also works well if they're near to but not quite in the corner.

Optimized corner route. Frequently drops at j236A against Linne due to her small hurtbox during groundbounce.

Assault Starters

Midscreen
Combo Damage Cost Meter Gain Location

Resourceless assault confirm, non-counterhit. Confirming with 5A yields ~100 less damage.

Non-counterhit route with FF~A. The damage increase isn't much, but it adds significant carry.

Resourceless counterhit confirm. You can use the non-CH confirm when working up to this route; assault scaling is removed on counterhit, so that combo will do 3250 damage here.

Counterhit route with FF~A. Take care to not delay FF~A too much, or else they will fall too low to link 2C.

Corner
Combo Damage Cost Meter Gain Location

Note use of j6B instead of j236B. Assault j2C is a very weak starter, so they'll tech out before the ender if using j236B.

Counterhit starter into TK routing.

Normal Starters

A Starters

These routes will also work for higher quality starters from the same ranges, and are recommended to start with before learning more optimized routing.

Midscreen
Combo Damage Cost Meter Gain Location

Basic midscreen BNB. Delay the jC so that it hits near the ground. Works reliably even on sloppy confirms.

Slight upgrade to the previous route. Again very stable, but the extra hit knocks the opponent further away so 66C may not connect after spaced confirms.

This route trades some damage for corner carry. Also a great option for other starters if you're too far away for 66C to connect.

Optimal resourceless BNB for A starters, and the foundation for many of her better routes on other starters. Delay j236A slightly if icj2C connects point blank or you'll cross up on j214B. 236A 9D icj2C is more stringent about starting hits, so clean confirms are a must. 2AA (5B/2B/5C/2C) 236A is fine; 2AA 2B 2C 236A also works, but 2AA 5B 5C and 5A 5B 5C for example will not.
Adding j.FF after icj2C adds damage in exchange for GRD. This is not the optimal GRD extension for A starters, but it's easy to use.

Basic FF~A extension to increase damage. Timing for the FF~A sequence is a bit tricky on A starters. It's important to delay 6A as much as possible so that FF~A doesn't whiff or connect directly underneath the opponent. Spacing yourself slightly away from the opponent before 6C also helps. 2A 5C can 2C 236B 6A instead, but not with any starting filler.

Corner
Combo Damage Cost Meter Gain Location

Basic corner route. Usually ends on 66C for knockdown.

As with the midscreen BNB, adding j.B increases damage slightly. Unlike midscreen spacing is not an issue, just mind their height before 236B and delay as needed.

High damage corner route. Pulls the opponent out of the corner, so 66B 236BAB 236AD ender is recommended. Adding j6C requires a delay on j236B and only adds 13 damage, so it's easy to omit for consistency.

B/C Starters

Midscreen
Combo Damage Cost Meter Gain Location

6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing. 2B and 2C can hit confirm into this route on counterhit. Confirming with 4B is optimal given sufficiently close spacing, making it a good choice for punishes.

  • Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.

High damage sideswap route against airborne opponents, as after confirming 2C with another normal. Sometimes referred to as "DBZ" routing. Use of j6B vs j6C depends on spacing and height. Delaying the second 236A is sometimes necessary due to height. B starters can route into this if autopiloting into 2C 5C after or wanting sideswap.

Core FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage) for better damage.

A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.

Retains routing into FF~A if too far to use icj2C. Hit jC as low to the ground as possible. If necessary, substitute 66B in place of 2C.

Corner
Combo Damage Cost Meter Gain Location

Optimized TK routes. Avoid confirming with 236B~A, as SMP will force you into the A starter version of the route to avoid drops. Sloppy confirms may need to omit j6B.

Slightly more difficult variation on the previous route. Spends GRD to increase damage.

Stance Starters

Close Range

Close range 6X/236X starters can follow the same routes as B/C starters.

Combo Damage Cost Meter Gain Location
Mid/Far Range
Combo Damage Cost Meter Gain Location

Anti-Air Starters

Combo Damage Cost Meter Gain Location

You can just go into standard routing on antiair hits if they're close enough. Works even on max jump height antiairs if you delay the jump cancel slightly, so it's very reliable. Leading with jB is possible, but j2C leads to better damage and is more stable since it keeps them slightly lower.

Higher damage variation for close confirms.

Stable confirm for very far/high hits where other routes may not work. You can use either j6B or j6C, but timings may change as a result.

Extension of the previous combo. Take care not to walk back before 4B, as that may cause the j2C to whiff.

High damage route that sideswaps, great when you're in the corner. If the opponent is very close then j6B j421C 236A may be possible, but j6C is generally more reliable in this situation.

Counterhit-only variant of the previous route.

Other Starters

Combo Damage Cost Meter Gain Location

Side Swap Routes

Combo Damage Cost Meter Gain Location

Vorpal Strip Routes

Combo Damage Cost Meter Gain Location

This is just fine if you don't know routes for throw yet.

Simple VO strip from any starter strong enough to enable icj2C.

Broadly applicable VO strip route, works off basically anything that lets you route into icj2C if you haven't used Yae Ichirin previously. Works off any normal starter (and a few others, especially in the corner) that enable icj2C routing. Sideswaps midscreen.

A midscreen variant that doesn't sideswap. Also useful for weaker starters where icj2C isn't an option. Unreliable near the corner due to reliance on the wallbounce from j236B, so only use this if you're near mid-stage.

Another midscreen variant that maintains facing. Somewhat less particular about positioning, but still fails once close enough to corner and has less corner carry overall. Somewhat character specific due to differences in how j214A connects, particularly if icj2C is used without jFF. That variant is notably difficult/inconsistent on Hyde, Carmine, Vatista, and Chaos.

Basic midscreen VO strip from stance confirms. While the tradeoffs in damage, meter build, and corner carry are significant, better routes from stance are high optimization and/or very sensitive to the initial confirm.

Basic corner route.

Extended corner variant for assault and throw starters.

Alternate corner throw/assault route, higher damage but spends some GRD.

Optimal corner throw VO route.

Videos

External Links

Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-23 by Mavi.

73% complete
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Overview

  • Created base page with basic formatting
  • Added gameplay summary, new move, move descriptions, and frame data.
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  • Review FD and evaluate formatting for stance data, especially recovery.
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48/50
Strategy
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  • Reformat content for consistency, clarity, and ease of reading.
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Combos
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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