This page is for an outdated version of the game (UNIST). To see Byakuya's character page for the latest version (UNICLR), click here.
“
They nest. The web will lure and consume any prey that goes near. He, for her, and her for
herself, they fight. Her feelings point in one direction, to a friend defeated. She sips on
blood, and mud alike, chasing a shadow. His eight legs will crawl through the night once
more, carrying with him her feelings.
He wanders with an unorthodox girl, Tsukuyomi. Byakuya's abilities enable him to cast out a myriad of blades. The power binds and rends his opponents alike. Their motivation is unknown, but it seems he fights to make Tsukuyomi's wish come true. On the Hollow Night, when many In-Births gather, they turn the town into their own "web", and hunt unsuspecting prey.
“
There's nothing to worry about...
My life exists for you, sister.
”
Gameplay
Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.
Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's. His 2B and 2C have extremely long range and fast startup and hit low, forcing opponents to commit to low blocking once Byakuya is in range. Versus airborne opponents, 5B has a very tall vertical hitbox and can be used to cover multiple angles of approach with relatively low commitment. 66B/C and 236B are slightly higher-commitment pokes, but have extremely long range and are easily capable of catching opponents who are not expecting to have to block from so far away.
Byakuya suffers more at close range, where his lack of a safe 5f poke (his 2A is 6f and -3, compared to many characters who have 5f jabs that are only -1 or -2 at worst) hinders his ability to stagger pressure with jabs. Similarly, Byakuya has difficult matchups against characters who are able to stuff his approaches from further away than his optimal midrange pokes, such as Gordeau, Vatista, Hilda, Yuzuriha, etc. Due to his lack of a real projectile and otherwise slow dash speed, he has a hard time avoiding projectiles, and being forced to block them will significantly hinder or entirely negate his attempts to close space. His 214X~X moves allow him to move past some moves, but they are extremely high commitment mobility tools that can be stuffed on reaction, so his best bet is typically to stagger dash in a little bit at a time and block often.
On pressure, Byakuya actually has no safe normals (the safest being blocked 2A or 2A whiff cancel off a blocked 5C move, both of which are still -3) but he is able to make up for this with the fact that his normals can all be canceled extremely late, meaning that it will be very difficult for the opponent to tell when his moves are actually unsafe and when he is just delaying them for a frametrap. As such, Byakuya can easily train opponents to respect his pressure, allowing him to safely set up 214X webs for mixup and pressure (which can otherwise be disrespected by mashing) or simply do things that would otherwise be hugely unsafe (such as 5C dash up throw). Because his normals are all unsafe, it is easy for opponents to mash reversals through them; however, Byakuya's huge range often pushes him far back enough that most reversals whiff, meaning the Byakuya player needs to have a good sense of the opponent's reversal options and adjust his pressure accordingly. Once Byakuya confirms a hit, his combos almost always deal high damage, build lots of meter and GRD, have good carry and enable side switching if necessary, so he keeps momentum extremely well. Again, some characters deal with web oki setups more effectively than others, so a sense of the matchup is necessary to do well.
On defense, Byakuya has serviceable but flawed metered reversals, his EX "How Shall I Cook You?" which can be jumped over and loses to throws and unblockable attacks, and his Infinite Worth "Become A Part of Me", which can also be jumped over. However, thanks to the huge range and relatively fast startup on his B moves, he is often able to wait out pressure until the opponent pushes himself too far out, and poke out of pressure when the opponent is at frame disadvantage and cannot reach him with any move that would normally be fast enough to beat a B poke. As such, green shield's pushback and blockstun reduction are extremely useful for Byakuya, especially since he builds meter and GRD very quickly and thus typically has a lot of meter to spare.
Can set stationary web traps which snare the opponent on hit.
Webs will steal opponent's GRD on hit or if the opponent destroys them.
Vorpal Trait
214X web GRD steal increased.
214X web chip damage increased.
Frame Data Help
Header
Tooltip
Damage
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
Guard
The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
Cancel
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
Property
Special properties this move has. Click on the property to navigate to an explanation.
Cost
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
Attribute
Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
Startup
Frame when the first hitbox is present. + denotes the frames before and after super flash.
Active
The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery
Frames that this move has after the active frames if not canceled.
Overall
Frames that this move takes from start to finish before the character returns to neutral.
Advantage
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul
The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
Normal Moves
5A
Damage
Guard
Cancel
Property
Cost
Attribute
180
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
6
2
13
-
-3
-
Quick horizontal stab with a single claw. Hitbox a bit shorter than the visual might make you think.
2A
Damage
Guard
Cancel
Property
Cost
Attribute
150
HL
Se,Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
6
2
13
-
-3
-
Short ranged slash. Can otg.
5B
Damage
Guard
Cancel
Property
Cost
Attribute
450
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
4
21
-
-9
-
Attack with all of his claws, covering the space in front of him. Decent anti-air. Can otg.
2B
Damage
Guard
Cancel
Property
Cost
Attribute
490
L
Sp,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
9
5
17
-
-6
-
Low hitting claw attack with good range (same as 5C). His best poke. Extends Byakuya’s hurtbox slightly. Goto normal!
5C
Damage
Guard
Cancel
Property
Cost
Attribute
690
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
3
23
-
-8
-
Moves slightly forward while thrusting his claws forward in a cone-like attack Extends Byakuya’s hurtbox a bit. OKish poke but hard to capitalize on at max range.
2C
Damage
Guard
Cancel
Property
Cost
Attribute
620
L
Sp,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
11
5
25
-
-10 to -12
-
Long ranged sweeping claw attack, hitting low and leading into a knockdown. His longest reaching normal. Can otg. Moves very(!) slightly forward. Extends Byakuya’s horizontal hurtbox a lot.
j.A
Damage
Guard
Cancel
Property
Cost
Attribute
140
H
Sp,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
8
2
X+2
-
Varies
-
Jumping single-claw attack with misleading visuals (the hitbox is a good deal shorter).
j.B
Damage
Guard
Cancel
Property
Cost
Attribute
440
H
Sp,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
10
4
X+3
-
Varies
-
Jumping “starfish”-like attack in which Byakuya extends his claws all around himself. Good crossup or air-to-air normal.
j.C
Damage
Guard
Cancel
Property
Cost
Attribute
590
H
Sp,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
12
4
X+4
-
Varies
-
Diagonally-downward angled cone-like attack. Good jump-in tool with decent range.
Command Normals
3C
Damage
Guard
Cancel
Property
Cost
Attribute
620
L
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
13
3
22
-
-7
-
Bends over for a low hitting, slow, porcupine resembling launcher. Little horizontal range and rather weak as an anti-air.
Head invincible frames 9~15
3[C]
Damage
Guard
Cancel
Property
Cost
Attribute
898
H
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
30
3
22
-
-7
-
Charged version of 3C. Hits overhead (one of his two grounded overheads, the other being his Force Function) and has vastly increased horizontal range (same as 2C!). Only special, EXS and IW (albeit IW always whiffs). Follow up with 236B or 214C.
Head invincible frames 27~32
j.2C
Damage
Guard
Cancel
Property
Cost
Attribute
674
HL
Sp,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
12
20
X+4
-
Varies
-
Byakuya's claws circle around him for a while. Doesn’t hit overhead. Hitbox all around Byakuya. If done instantly after jumping the jump arc resembles that of 6D. If done while descending Byakuya does a small hop in the air and gains forward momentum. Good move in general, but the charged one has more use.
j.2[C]
Damage
Guard
Cancel
Property
Cost
Attribute
1125
HL
Sp,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
19
21
X+4
-
Varies
-
Charged version of j2C. Same movement altering properties but a bigger hitbox and instead of 3 hits it does 6. Launches into an untechable knockdown which can be converted into a combo with basically anything (2C > 5C..). Plus on block! Very good move making Byakuya very scary if he is above the opponent. Use it!
Dashing Normals
66B
Damage
Guard
Cancel
Property
Cost
Attribute
650
L
Sp,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
9
16
14
-
0 to -12
-
Low hitting ground slide which travels a decent range. Leads to a knockdown. Can lowprofile and otg. Special, EXS and Infinite Words cancelable. Pretty good neutral move in general, being a long, fast, and relatively safe low with good reward. Expect this to catch opponents off guard quite a bit and really mess with other characters' spacing and zoning games in general.
66C
Damage
Guard
Cancel
Property
Cost
Attribute
1228
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
18
23
-
-9
-
Extends his hands ordering his claws to rapidly attack an area one character space away from him, leaving the space between him and the claws unharmed. Blows away the victim leading to a wall bounce. Can be special, EXS or IW canceled before the last(9th) hit to continue the combo. Has pretty good range but needs to be spaced well and you will get blown up hard if you whiff this since the recovery is REALLY long.
Universal Mechanics
I'll Plant It Somewhere Over Here B+C
Damage
Guard
Cancel
Property
Cost
Attribute
898
H
CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
26
4
33
-
-19
-
Overhead with the same startup animation as his 214-Series, fake web appears and claws attack from above leading into a knockdown. Misses point-blank. Landing recovery can be canceled into an EX move or Chain Shift.
Foot invincible frames 12~36
I'll Plant It Somewhere Over Here (charged) [B+C]
Damage
Guard
Cancel
Property
Cost
Attribute
898
H
CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
31
4
34
-
-20
-
Charged version of Byakuya's Force Function. Same properties as the uncharged version but the claws appear further away.
Foot invincible frames 18~42
Throw A+D
Damage
Guard
Cancel
Property
Cost
Attribute
1450
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
-
Normal: +61 (hit) [4]: +29 (combo stun)
-
Byakuya grabs the opponent with his claws and slams him into the ground. 4 can be held during the throw to make Byakuya toss the opponent behind him and possibly drop him into a web allowing followup.
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
Meter drains much slower when health is below 30% (orange health).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Cancels an action and launches the opponent high into the air on hit.
Airborne: 1~25.
CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
Including in the air.
Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
Has a lot of hitstun, making it easy to combo from.
Grants an additional bounce if both have been used in the combo so far.
If the opponent does end up hitting the ground during the combo, damage is prorated.
Pressing A+B+C can be used for a shortcut for Infinite Worth.
Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
How Shall I Cook You? 「どう料理しよう?」 236X
A
Damage
Guard
Cancel
Property
Cost
Attribute
453
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
4
26
-
-6
-
Byakuya's rekka. Moves forward while hitting multiple times with spinning blades. Can go into 214X web series (by inputting 4X) or rekka followups with 6X. Generally pretty safe due to pushback and the threat of frametraps but beware of autopiloting into this too much as it is somewhat punishable.
B
Damage
Guard
Cancel
Property
Cost
Attribute
453
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
4
27
-
-7
-
B version moves forward further and launches (higher, if already airborne) on hit. Otherwise identical to A version.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
2060
HL
CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+7
4(18)6(16)4(14)6(15)10(6)6
33
-
-21
-
Byakuya does a five-part rekka automatically. Has a use as a combo ender for good extra damage as it will always combo from a high air hit rekka ender. As of 3.20, this move has gained invulnerability frames, making this Byakuya's primary reversal. Covers a good amount of space, but expenctant opponents can beat it by mashing throw during the superflash. Cannot be Chain Shifted on block so beware. If you want to follow this up for extra damage, CS right before the last hit for a long, easy-to-follow float.
Throw invincible frames 1~3 Strike and projectile invincible frames 1~11
Minced? 「微塵切りがいいかな?」 6X After How Shall I Cook You?
A
Damage
Guard
Cancel
Property
Cost
Attribute
660
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
16
6
28 (Landing: 16)
-
-8
-
Byakuya jumps up slightly while continuing to spin; best version for combos as B version often floats opponent too high to follow up with the last hit. Press 4X to cancel into j.214X series.
Foot invincible frames 7~21
B
Damage
Guard
Cancel
Property
Cost
Attribute
660
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
20
6
32 (Landing: 16
-
-12
-
Byakuya jumps up higher than A version, letting you put a web higher up.
Foot invincible frames 7~25
Or... Shredded? 「それとも八つ裂き?」 6X After Minced?
A
Damage
Guard
Cancel
Property
Cost
Attribute
920
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
12(8)6
33
-
-21
-
Final rekka that knocks down. Has a massive hitbox so it will combo even if the opponent is really high up. Can delay the followup quite a bit after the second rekka for frametraps, but make sure you have Chain Shift or meter available to cancel out because this move is super unsafe on block.
B
Damage
Guard
Cancel
Property
Cost
Attribute
920
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
12(8)6
33
-
-21
-
Pretty much identical to A version.
I'll Plant It Somewhere Over Here 「この辺に仕掛けておこうかな?」 214X
Ground Version
Ground Version
Air Version
Air Version
A
Damage
Guard
Cancel
Property
Cost
Attribute
898
HLA
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
47
Varies
X+4
-
+22
-
Byakuya floats upward and sets a web. Very advantageous on block but has very slow startup and long recovery so opponent can easily mash out on reaction if you are too predictable with the set. The web trap has the following properties:
If the opponent is hit by the web, it will stun him for a long time and steal one block of GRD. Subsequent web hits will drain GRD but will only have normal hitstun, without the extra duration snaring animation.
The web can be destroyed by B and C level moves but doing so will drain (not steal) half a block of GRD. It will put the opponent in blockstun if blocked but will not drain GRD.
Byakuya can set three webs total: grounded 214X, air 214X, and ground web from 623X or 214X~X~D followup.
Webs take a few frames to trigger (around 15 frames for "meaty" oki web") once the opponent is in range. This means that your opponent CAN mash through your webs on wakeup even if they have no invul on the move.
Frame data note 1: Start-up is the fastest Byakuya can set up the web, not the frame it hits if set on the opponent.
Frame data note 2: Recovery is the entirety of the animation without any of the follow-ups.
B
Damage
Guard
Cancel
Property
Cost
Attribute
898
HLA
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
49
Varies
X+6
-
+18
-
Byakuya sets the web slightly further and higher. Also has slightly more startup than A version. Air version sets the web lower than A version instead.
C
Damage
Guard
Cancel
Property
Cost
Attribute
898
HLA
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
51
Varies
X+6
-
+23
-
Sets the web even farther and higher (air version set the even even lower).
No Point in Running 「逃げてもムダさ」 X After I'll Plant It Somewhere Over Here
A/B/C
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
21
-
Landing: 12
-
-
-
Command airdash. Distance traveled is determined by the web you set initially, the button pressed for the dash itself doesn't matter.
Caught You 「ほーら、 捕まえた」 X After No Point in Running
A Version
A Version
B Version
B Version
C Version
C Version
D Version
D Version
A
Damage
Guard
Cancel
Property
Cost
Attribute
680
HL
EX,CS
-
-
Air Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
4
X+12
-
Varies
-
Byakuya does an attack with the same animation as his j.C. Usually advantageous on ground block depending on height and knocks down on hit allowing OTG pickup.
B
Damage
Guard
Cancel
Property
Cost
Attribute
898
H
CS Jump Normals (on hit)
-
-
Air Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
4
X+12
-
Varies
-
Byakuya cancels his air momentum and floats upward while stabbing straight downwards, slamming the opponent down on hit. Hits overhead and has a good hitbox. Can be canceled into any air normal to eliminate the long landing recovery or to make it safer, but beware of opponents shielding this on reaction to prevent the cancel; you will need to CS in this case to prevent a guaranteed punish as a non-canceled B followup is absurdly unsafe.
C
Damage
Guard
Cancel
Property
Cost
Attribute
898
HL
CS
-
-
Air Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
4
X+14
-
Varies
-
Spikes stick out in every direction. Wallbounces opponent on hit and has a very good crossup hitbox. 1f more startup than A version and less forward range, but compensates with better range in every other direction and also more advantageous on block (usually about 4f more stun and equal recovery)
D
Damage
Guard
Cancel
Property
Cost
Attribute
898
HL
CS
-
-
Air Strike
Startup
Active
Recovery
Overall
Advantage
Invul
36
Varies
X+12
-
+15 (approx.)
-
Byakuya bounces up again while setting a web beneath him. Moves Byakuya really far forward and is good for certain pressure setups but beware of doing this anywhere where the web isn't guaranteed to make them block as the recovery on this move is REALLY long and easily punishable. Note that like the 623X webs and unlike the 214X webs, the ground webs this move sets WILL drain GRD on block.
You're Almost Ready to Eat 「そろそろ食べ頃かな?」 623X
A
Damage
Guard
Cancel
Property
Cost
Attribute
898
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
33
Throw: 1 Web: Varies
39
-
+25
-
Byakuya teleports forward and sets a web on the ground. This is actually an unblockable, albeit a super obvious one with tons of startup; if the opponent is standing where the web would appear, Byakuya will automatically snare them in a web (note that this will whiff at point-blank). Otherwise, he will simply set a ground web behind him. Despite the invulnerability frames, it can be really to mash Byakuya out on reaction. Note that unlike the 214X web series, the webs set by this move will drain GRD even on block.
Has considerably faster startup and catches the opponent in a long-duration web similar to Carmine's crystal, enabling extensive web setups for extremely strong oki setplay (see web setups below). Still doesn't have invul unfortunately but he goes pretty far pretty fast so it may get you out of some stuff.
You're Almost Ready to Eat (feint) 「そろそろ食べ頃かな?」 623[X]
A
Damage
Guard
Cancel
Property
Cost
Attribute
898
HL
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
47
12
10
-
+12
-
Starts off the same as the regular version, but Byakuya doesn't actually move and instead stays in place and taunts while still setting a web.
Throw invincible frames 13~32
B
Damage
Guard
Cancel
Property
Cost
Attribute
-
HL
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
57
12
4
-
+18
-
Same as A version but the web is placed further away
Throw invincible frames 13~34
Supers
Infinite Worth
Become a Part of Me 「僕の一部になりなよ」 41236D
Damage
Guard
Cancel
Property
Cost
Attribute
3150
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
1+8
30
52
-
+30* (hit)
-
Byakuya sets his swords on the ground. If the opponent touches the swords he will be locked into a long anime sequence for high damage. This move is an UNBLOCKABLE move that can be comboed into but can ALWAYS be jumped out of on reaction.
Like EX "How Shall I Cook You?", this move became a reversal in 3.20 with the addition of invulnerability frames, upgrading this move to arguably Byakuya's best reversal.
Completely invincible frames 1~9 Strike and projectile invincible frames 10~38