 |
Outdated Version
- This page is for an outdated version of the game (UNIST).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.
|
”
|
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
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
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 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.
|
|
Guard Thrust
|
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
|
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.
- 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
|
|
Infinite Worth EXS
|
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
Customization Unlocks (2000 IP Each)
External Links