This page is for an outdated version of the game (UNIST). To see Phonon's character page for the latest version (UNICLR), click here.
“
She wishes. For the paranormal ability from the deepest
spirit of hers. Along with the white follower. False shell at
present. The wish will be fulfilled when the time comes right
here. The sword speaks. The path to the bright future. She
fails. The sword exposes. The path from the cloudy past.
She overrides.
Having a strong sense of power, Phonon leaves the EFG, a student self-defense force known for their strict rules, so she can use her powers more freely. Her behaviour is not unlike a normal student's, going through a sensitive stage and wanting to find their "true self" amid the exhaustion of daily life. She believes her In-Birth powers are proof of awakening to her true self. As such, she uses her power against other under the darkness of night. Little does she know that there is someone else who also moves shadows who knows her "false self" from before she awoke.
“
Might as well use this awakened manga hero power to its fullest.
No use wasting something so cool, right?
”
Gameplay
Phonon boasts some great ranged normals that insure her dominance over her part of the screen, as her strings can vacuum the opponent up and corner carry them. Once there, the opponent can have a hard time poking out or fending off her assault. On the downside, her defense is a bit lacking, and she has a somewhat iffy air-to-ground/ground-to-air game.
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 whip strike. Decent range for a 5A, but sees most of its use in Reverse Beats.
2A
Damage
Guard
Cancel
Property
Cost
Attribute
150
L
Se,Sp,Ex,Cs
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
5
2
14
-
-4
-
Phonon's fastest normal. Mostly used against opponents on wake-up.
5B
Damage
Guard
Cancel
Property
Cost
Attribute
480
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
18
-
-5
-
Moves Phonon forward slightly. Has a followup.
2B
Damage
Guard
Cancel
Property
Cost
Attribute
490
HL
Sp,Ex,Cs
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
9
3
18
-
-5
-
Slightly faster than 5B and does a little more damage. Not a low, but has slightly more range.
5C
Damage
Guard
Cancel
Property
Cost
Attribute
570,690
HL,L
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
4(9)3
15
-
-2
-
Very useful normal, crops up very often. First hit is mid, second hit is low and will launch the opponent if it connects.
5[C]
Damage
Guard
Cancel
Property
Cost
Attribute
570,710
HL,L
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12,32
4(16)3
17
-
-2
-
First hit is the same. Second hit gains a small bit of horizontal range and vacuums the opponent slightly. Used a lot as it has more damage on hit, and acts as a frame-trap for opponents who think they can mash out.
2C
Damage
Guard
Cancel
Property
Cost
Attribute
600
L
Sp,Ex,Cs
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
11
4
21
-
-7
-
Standard sweep. Hits low and knocks down.
j.A
Damage
Guard
Cancel
Property
Cost
Attribute
140
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
8
4
X+2
-
Varies
-
Hitbox extends low enough that it will hit an opponent from the peak of an Assault. Can continue to combo in this case with Chain Shift.
j.B
Damage
Guard
Cancel
Property
Cost
Attribute
420
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
10
2
X+3
-
Varies
-
OK air-to-ground thanks to its angle, but nothing really stellar in comparison to Phonon's other normals.
j.C
Damage
Guard
Cancel
Property
Cost
Attribute
590
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
13
4
X+4
-
Varies
-
Most damaging Assault starter, but it can be hard to judge where it will hit off of a regular jump thanks to its angle.
j.[C]
Damage
Guard
Cancel
Property
Cost
Attribute
750
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
20
4
X+4
-
Varies
-
Floats Phonon upwards slightly. Reaches very far, and is used for approaches, as it can be used without getting into unsafe range. Common combo tool. Will launch a grounded opponent. Hope you don't get this shielded.
Command Normals
5BB
Damage
Guard
Cancel
Property
Cost
Attribute
480
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
4
19
-
-5
-
Launches and vacuums opponent slightly. Can be used even if 5B whiffs.
4B
Damage
Guard
Cancel
Property
Cost
Attribute
480
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
2
35
-
-19
-
Primary launcher when used in combos.
3C
Damage
Guard
Cancel
Property
Cost
Attribute
600
L
Sp,Ex,Cs
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
17
10
22
-
-14
-
Arguably Phonon's most notorious normal, a slower sweep that covers a large portion of the screen.
j.2B
Damage
Guard
Cancel
Property
Cost
Attribute
320
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
8
4
-
-
Varies
-
Just as fast as j.A, but Phonon bounces off and flips over the opponent's head on block or hit.
j.2[B]
Damage
Guard
Cancel
Property
Cost
Attribute
420
H/AS
Sp,Ex,Cs
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
15
3
-
-
Varies
-
Ground bounces on hit. Often used after j.[C] in combos.
j.4B
Damage
Guard
Cancel
Property
Cost
Attribute
470
H/AS
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
2
-
-
Varies
-
Used in sideswap combos. Must be input in the direction Phonon is originally facing.
Dash Normals
66B
Damage
Guard
Cancel
Property
Cost
Attribute
749
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
14
4(4)6
22
-
-9
-
Double kick that launches, leaves Phonon in the air for a bit (which means special canceling this will use her air specials).
Foot invincible frames 9~13 Head invincible frames 20~27
66[B]
Damage
Guard
Cancel
Property
Cost
Attribute
840
H
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
30
6
30
-
-18
-
Slow, techable overhead. Still leaves Phonon airborne for a bit. This can be really nasty for opponents to deal with on wake-up, but shields will invalidate your cancel options, so be sure to use this in Vorpal.
Foot invincible frames 9~13 Head invincible frames 28~35
66C
Damage
Guard
Cancel
Property
Cost
Attribute
540
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
6
24
-
-9
-
Often used when going from air to ground in combos. Freezes opponent slightly before wallbouncing.
Universal Mechanics
Impulse B+C
Damage
Guard
Cancel
Property
Cost
Attribute
1122
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
Normal: 17 Vorpal: 13
9(6)5
19
-
-6
-
Phonon spins her whip over her head and follows up with a ground strike that crumples the opponent. All hits are mid. Vorpal decreases the startup by 4 frames. Head invuln gives it use as a fairly slow anti-air.
(Normal) Head invincible frames 10~25 (Vorpal) Head invincible frames 7~21
Impulse(charged) [B+C]
Damage
Guard
Cancel
Property
Cost
Attribute
1850
HL
Sp,Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
17(VP 13)
27(5)5
19
-
-6
-
Charged version adds more of the spinning whip hits and more head invuln. Mostly used in combos.
(Normal) Head invincible frames 10~43 (Vorpal) Head invincible frames 7~39
Throw A+D
Throw whiffs
Throw whiffs
Damage
Guard
Cancel
Property
Cost
Attribute
1635
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
-
-
-
Phonon strangles the opponent with her whip then kicks them away.
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
Affliction 236X
A
Damage
Guard
Cancel
Property
Cost
Attribute
800
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
18
-
-
-
-2
-
Pretty meh projectile. Useful if you don't want to commit to 3C, or to cover a possible approach. The A version happens and travels slower.
B
Damage
Guard
Cancel
Property
Cost
Attribute
800
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
14
-
-
-
-8
-
The waves now move faster than the A version. More of a proper zoning projectile now.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1560
HLA
CS
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+8
-
-
-
+18
-
Freezes the opponent on hit, but not as long as the charged versions. If you really need to use it for damage or to cover for hitstun scaling.
Throw invincible frames 1~3
Affliction (charged) 236[X]
[A]
Damage
Guard
Cancel
Property
Cost
Attribute
928
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
25
-
-
-
+1
-
Charging these specials turns them into some truly fantastic projectiles. They grant more blockstun on block, they freeze the opponent on hit, and they're useful anywhere on the screen. Why should you not implement them?.
[B]
Damage
Guard
Cancel
Property
Cost
Attribute
1206
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
21
-
-
-
-5
-
Much like the uncharged versions, the B variant is faster than the A variant, but less safe on block. Used for longer ranges.
Affliction (air) j.236X
A
Damage
Guard
Cancel
Property
Cost
Attribute
800
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
16
-
-
-
-15
-
The projectile goes down at a steep angle. Phonon retains her momentum from whatever air movement she was doing before. Mostly used for zoning.
B
Damage
Guard
Cancel
Property
Cost
Attribute
800
HLA
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
16
-
-
-
+6
-
Goes at a faster speed, and Phonon falls forward, which helps her pick up a combo. A bit more utility.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1560
HLA
Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+7
-
-
-
+28
-
Guarantees advantage on hit or block. Again, a bit more niche than just using the normal versions.
Guidance Ascension 623X
A Variation
A Variation
B Variation
B Variation
EX Variation
EX Variation
A
Damage
Guard
Cancel
Property
Cost
Attribute
1224
HL
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
9
12
27
-
-8
-
Pretty good reactionary anti-air against any kind of air attack, but it covers a pretty small horizontal space, and can get baited by out projectiles. Still far and away your best option.
Head and Air Strike invincble frames 5~15
B
Damage
Guard
Cancel
Property
Cost
Attribute
1314
HL
Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
11
12
27
-
-8
-
Retains anti-ar frames, but the pillar of light appears far away, so it loses its functionality as an anti-air. More of a spacing tool, and actually pretty good at round start.
Head and Air Attack Strike frames 7~17
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1921
HL
Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+8
12
42
-
-19
-
A reversal that covers a lot of space around Phonon. Useful in a pinch.
Completely invincble frames 1~15
Rhythmic Satisfaction 214X
A
Damage
Guard
Cancel
Property
Cost
Attribute
450
HL
Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
6
24
-
-5
-
+4A
Damage
Guard
Cancel
Property
Cost
Attribute
605, 1045
HL
Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
4(14)5
33
-
-16
-
Puts the opponent on the ground right in front of Phonon. Standard combo ender.
B
Damage
Guard
Cancel
Property
Cost
Attribute
450
HL
Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
6
29
-
-10
-
Head and Air Attack invincible frames 7~15
+4B
Damage
Guard
Cancel
Property
Cost
Attribute
605, 1045
HL
Ex,Cs
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
4(14)5
31
-
-14
-
Covers much more space than the A version. Launches the opponent away full-screen. Can be good for a combo ender that creates space, but the A variant is used more often. The first hit can also serve as an anti-air.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1917
HL
CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+8
6(12)5(9)4(11)5(14)5
44
-
-24
-
Phonon whips you real good. Used to tack on some more damage at the end for some meter. Has the distinction of being one of the few EX moves that is Chain Shift cancelable on block, but that situation is probably never going to apply to you unless you really screw up a read.
Throw invincible frames 1~3
Restraint 22X
A variation
A variation
B variation
B variation
A
Damage
Guard
Cancel
Property
Cost
Attribute
1203
HL
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
25
12
29
-
-28
-
Phonon hops in the air smashes the ground. Combo extender, really. Cancels into the air version of 'Affliction'.
Throw invincible frames 1~7
B
Damage
Guard
Cancel
Property
Cost
Attribute
1435
HL
Ex,Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
28
14
29
-
-15
-
Hits farther away than A variant. Can catch opponents doing shenanigans, but otherwise same function.
Throw invincible frames 1~10
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1951
H
CS
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+22
12
30
-
-16
-
The best version. First two hits are overhead, and it's still cancelable.
Throw invincible frames 1~6
Supers
Infinite Worth
Binding Beatitude 41236D
Damage
Guard
Cancel
Property
Cost
Attribute
3133
HL
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+12
8(27)3(4)13
30
-
-22
-
Unreal Whip Things.
Completely invincible frames 1~31 Strike and projectile invincible frames 32~59