Under Night In-Birth/UNIST/Eltnum/Combos
Combos
Basic A>2B>5B>5C>3C>jc>JB>JC>jc>JB>JC>J.A+D 2A>2B>2C(2)>5[C]>421B>5A(whiff)>DC>22B>dash>2B>3C>8jc>J[C]>jc>J[C]>J.A+D Intermediate 2A>2B>2C(2)>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C 2B>2C(2)>J.[C]>J.A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C 3C>J.[C]>DJ.[C]>J.214A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
A starters:
2A*n(up to 3)>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C
- From blockstring when 2A hits more than twice. JB has to be slightly delayed.
5A>2B>2C>5[C}>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- This is your punish combo from max range 5A, and works well in frame traps for example, after 5CC)
- The 6[B] will whiff on hyde, linne, and hilda, instead of 6[B], do JB>JC>66C>etc
B starters:
2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- This game for Eltnum is all about landing this combo. High damage, works everywhere, character non-specific.
2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>3C>J[C]>jc>J[C]>air throw
- Same as above but when you are out of bullets and want to end the round. No time for reload, so use it sparingly.
2A>2C>5[C]>421B>6[B]>5A(whiff)>22B>66C>22B>66C>22C
- Similar to above, but when you start with 2A, this is easier to execute since 5B>5[C] link can get dropped because of hitstun proration.
C starters:
2C>5[C]>214B>214C>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- Useful combos for when 2C hits (but not when it hits at its tip).
236 starters:
236A/B>236C>66C>22B>66C
- When 236B hits, use this for carry. Good neutral tool. You can start with 236C too for full screen punish.
236A/B>236C>2C>5[C]>214B
- Similar to above, but when you see the wall bounce is not enough for
236A/B>236C>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- Similar to above, but only when you are cornering your opponent close to wall.
421 starters:
421B>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- Same as the first one, but with 421B starter. Does over 3.5k even without any buff.
421C>delayed J[C]>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- Quite some damage from a reversal. Works everywhere. delay J[C] as much as possible.
Assault starters:
6D>JC>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C
- From assult JC.
6D>deep JB>2C>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- (full BNB off Assault only possible with deep jB land 2C. 6[B] whiffs against Linne / Hyde / Hilda. Omit 6[B] and use jABC > 66C instead)
Air throw starters:
air throw>2C>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2C(1)>22B>66C>22C
- From air throw at any height. You can punish assaults if you see it during Chain Shift.
air throw>dash 2B>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22C
- From air throw at low heights.
Chain Shift Combos:
214A/B>CS>microdash 2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
- If 2C hits OTG, omit the second 22B>66C.
j214A/B>CS>2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C
Videos
External Links
- UNIST Eltnum Combo Guide 2019 by Tensei and Trill
- Trill’s Eltnum Combos by Flerp