Under Night In-Birth/UNIST/Phonon

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Profile-phonon.png

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.

Story

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.

From JJ's Phonon Primer


Strengths Weaknesses
  • Superb reach on normals.
  • Long stagger windows on normals.
  • Amazing 5f 2a low.
  • Great general frame-data including rebeats.
  • Can often continue pressure even while minus due to massive attack range.
  • High average damage.
  • Flexible hit-confirms.
  • Can combo into VO in most situations.
  • Ranged anti-air in 623b.
  • Powerful fireball options on both ground and air.
  • Fast assault overhead in j.a.
  • Very poor backdash.
  • Only dedicated reversal is metered.
  • Antiair is large, but slow startup and late head-invul makes reactionary usage difficult.
  • Antiair throw OS requires early commitment (see above point).
  • Effective high/low mixups require either meter or CS.

Character Stats

Health
10400
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
700 -700 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 1800 300 3300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
6 35 -43142 1~8 Full
9~10 Throw

Unique Trait

  • None.

Vorpal Trait

  • Force Function startup decreased.
  • Force Function head invul occurs earlier.
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
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = 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
UNI Phonon 5A.png
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
UNI Phonon 2A.png
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
UNI Phonon 5B.png
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
UNI Phonon 2B.png
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
UNI Phonon 5C 1.png
UNI Phonon 5C 2.png
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]
UNI Phonon 5C 2.png
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
UNI Phonon 2C.png
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
UNI Phonon j.A.png
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
UNI Phonon j.B.png
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
UNI Phonon j.C.png
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]
UNI Phonon j.C IC.png
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
UNI Phonon 5BB.png
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
UNI Phonon 4B.png
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
UNI Phonon 3C.png
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
UNI Phonon j.2B.png
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]
UNI Phonon j.2B IC.png
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
UNI Phonon j.4B.png
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
UNI Phonon 66B.png
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]
UNI Phonon 66B.png
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
UNI Phonon 66C.png
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
UNI Phonon BC.png
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]
UNI Phonon BC.png
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
UNI Phonon AD.png
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.

Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Phonon 214D.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Phonon ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

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.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

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
UNI Phonon 236X.png
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]
UNI Phonon 236X.png
[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
UNI Phonon j.236X.png
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
UNI Phonon 623A.png
A Variation
A Variation
UNI Phonon 623B.png
B Variation
B Variation
UNI Phonon 623C.png
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
UNI Phonon 214X.png
UNI Phonon 214XX 1.png
UNI Phonon 214XX 2.png
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
UNI Phonon 22A.png
A variation
A variation
UNI Phonon 22B.png
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
UNI Phonon 41236D.png
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

Infinite Worth EXS

Utter Servitude
完全征服サービチュード
A+B+C+D
UNI Phonon ABCD.png
Damage Guard Cancel Property Cost Attribute
3760 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Phonon becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

UNIST Phonon Tutorial by Silent

Colors

Default Unlocks

001 Snake Keeper
002 Purple Pain
003 Emerald Seaserpent
004 Sugar Lightning
005 Rosaceous Naga
006 Green Thorn
007 Navy Lindworm
008 Aiatar's Forest
009 Fafnir Rouge
010 Goddess Underworld

Customization Unlocks (2000 IP Each)

011 Twilight Nidhoggur
012 Cutie Quetzalcoatl
013 Lahamu Cherry
014 Lamia Amethyst
015 Ladon Brown
016 Wish of Melusine
017 Brilliant Leviathan
018 Egger Aitvaras
019 Kukulkan Green
020 Sunburned Itzama
021 Tiny Midgard
022 Hydra Swamp
023 Punane Pisuhand
024 Blame Vouivre
025 Azzurro Amphisbaena
026 Blessed Itzanma
027 Ouroboros Hue
028 Red Castle
029 Coatlicue Harvest
030 Hoydenish Breeze

External Links


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