Under Night In-Birth/UNIST/Nanase/Combos

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Introduction

  • Every combo that includes the route j.[C] > j.2[C] > j.236A > j.A needs a slight delay after j.[C], and another delay after j.2[C] to have the fireball hit as close to the ground as possible, otherwise you won't have time to catch them with rejump j.A
  • The 214B~C ender also requires a slight delay if you want to stay on your current side, otherwise it will sideswap.
  • For the purpose of simplicity, every combo is listed with a damage route ender (214X). You can substitute this for j.236B after the final j.2C of any route if you want projectile oki instead.


Midscreen Combos

A Starters



5A/2A > 2B > 2C > 5[C] > j.[C] > j.2[C] > delay > j.236A > j.A > j.C > j.2C > 2C > 214B~A

  • Standard combo off 2A 2B 2C starter.

5A/2A > 3C > j.[C] > j.2[C] > j.236A > j.A > j.8C> j.BB > j.2C > 2C > 5[C] > 214B~B/C

  • Damaging route off 2A.


B Starters



5B > 2C > 5[C] > j.[C] > j.2[C] > j.236A > j.A > j.8C> j.BB > j.2C > 2C > 5[C] > 214B~C


66B > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • 66B needs to hit in the later frames to combo. On a normal hit, cancel into 236A route instead.


C Starters



5C > 236B~6C j.[C] > j.2[C] > j.236A > j.A > j.8C> j.BB > j.2C > 2C > 5[C] > 214B~C

  • Standard combo

2C > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.8C> j.BB > j.2C > 2C > 5[C] > 214B~C

  • General purpose punish combo

66C > 2C > 5[C] > j.[C] > j.BB > j.2C > 2C > 5[C] 214B~A


Special Starters



236B~6C > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB > j.2C > 2C > 5[C] > 214B~C

  • Swordcar bnb

236A(w)~6B > 236A~6C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • 6B overhead starter.

214AA > CS > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • Works with both the overhead dive and the Tornado starter. Same combo from a 214B crossup dive. If the dive counterhits, you do not need CS to combo into 3C, but add a 2A before 3C for safety.

623B > CS > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB > j.2C > 2C > 5[C] > 214B~C


j.236A/j.236B > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB > j.2C > 2C > 5[C] > 214B~C

  • If you're too far to land the 3C when the projectile hits, go for the 236B combo instead.

214C > 236B~6C > j.[C] > j.2[C] > j.236A > j.A > j.C > j.2C > 2C > 5[C] > 214B~C

  • does not work if 214C is done point blank.

236C > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB > j.2C > 2C > 5[C] > 214B~C

236A(w)~6A > 2C > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB j.2C > 2C > 5[C] 214B~C

  • Sword Stab starter. Punish combo for hard whiffed unsafe moves such as Hyde's DP. You will rarely ever get a chance to land this, but it's your most damaging starter.

Corner Combos

  • Nanase's corner combos are roughly the same as her midscreen combos, only the option to end in j.236B becomes a better alternative for oki.


66C > FF > j.236B > 5[C] > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • On hit, the FF j.236B will combo. On block, it will put a projectile right in front of their face. Unless they hit you out of j.236B, this puts you in a very good spot to either go for another overhead/low, or microdash and grab them.


Air Combos

A Starters



j.A > j.B > j.2C > 2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • Air to air.

j.A > 2A > 2C > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.C > j.2C > 2C > 5[C] > 214B~C

  • Air to ground.


B Starters



Same as j.A, for the most part. J.B is a poor air-to-air move, and will rarely ever land that way.


C Starters



j.8C > j.C > j.2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • Air to air.

j.2C > 2A > 2C > 3C > j.8C > j.[C] > j.2[C] > j.236A > j.A > j.8C > j.BB > j.2C > 2C > 5[C] > 214B~C

  • Air to ground.


Assault Starters



(6D) j.2C > 2A > 2B > 2C > 5[C] > j.[C] > j.BB > j.2C > 2C > 5[C] > 214B~C

  • on counter hit or GRD break, use the regular j.2C combo instead.

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