Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Under Night In-Birth/UNIST/Wagner/Combos

From Mizuumi Wiki
Jump to navigation Jump to search

Navigation

BnBs

Combo Notation Guide:
( ) = optional, or situational if move would cause wall bounce in corner.
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
FF= Force Function or B+C
> = Cancel
, = Link
CH = Counter Hit
CS = Chain Shift, or 5D 5D

1) Old Faithful

Something awkward, 6B > 6C , 2C > delay 5C > j.2C , 66C > 22X
  • This works off anything everywhere, it's not good but when you hit something really wack it's good to :know this so you get hard knockdown.
  • Good to know that if you do this off a non awkward starter and go into it fast you can replace 2C > :delay 5C > j.2C, with 2C > 5C > j.B > j.C > j.2C for more damage.
  • Anything that goes into 6C you can do this route with so 2C > 3C > 6C, whatever sure, 2C > 5C > 6C, also fine.


2) Bad confirm GRD free (5A/2A/assault anything/2B > 2 more hits) *generally

3 hits > 214A , 6B > 5[C] > 9j.[C] > j.236[B] , 66C > 22X
  • Super reliable mid-screen combo, less hits is more damage
  • For higher execution variant on some characters you can add a delayed 3C between 6B and 5[C]


Alternate Variation) More bad confirm

3 hits > 214A , 6B > j.[C] > j.236[A] , 66C > 22X
  • For use on routes that use an A, B and C move. example 5A > 5B > 5C see section VI for full listing.


3) Bad confirm Max damage (5A/2A/assault anything/2B > 2 more hits) *generally

3 hits > 214B, delay FF, 2C > 3C > 5[C] > 9j.[C] > j.236[B] , 66C > 22X
  • Higher damage but FF use drains 1 GRD block for like 200 more damage...good early in GRD cycle not so :good late if it would cause a loss of vorpal.
  • Higher damage but FF use drains 1 GRD block for like 200 more damage...good early in GRD cycle not so good late if it would cause a loss of vorpal.
  • Same limitations for ground starters as BnB 2.


4) Good confirm midscreen (5B/5C/214A/6B/most things)

Opener > [FF] > 22A , 66B > 214[A] , 66C > (214B) > 236A > delay followup A , 2C > j.2C > 22X
  • 214B extension should only be used when not at corner
  • You can flip 214[A] and 214B for the same damage, it makes the combo more consistent on some characters, like Hilda, but less reliable on others.
Openers: damage assumes point blank. There are many more see Optimizing Midscreen Good Starters at the bottom for a more complete list.
A) 5C > 214A , 2C
B) 5C > 214A > 6B > 6C
C) 5C > 2C > 3C > 6C
D) 5C > 6B > 6C
E) 5B > 5C > 2C
F) 5B > 2C > 3C > 6C
G) 5B > 6B > 6C
H) 5B > 214A > 2C
J) 6B > 6C
Then you finish up the combo so an example combo would be
5B > 6B > 6C > [FF] > 22A , 66B > 214[A] , 66C > 214B > 236A > delay followup A , 2C > j.2C > 22A


ALTERNATE ENDERS:

These enders are to replace "66C > 236A> delay A> 66C > 22X", at the end.


A) Safe Assault/win GRD variation

66C > (214X) > 236B > delay B , j.236[A] , 5[D]/6D
  • Often used to 5[D] and win GRD.
  • Most damage
  • You can also get a buff, but it's extremely tight and not recommended.
  • 214X is only performed midscreen


B) Corner Double Buff

Run forward 3C > 5[C] > j.[C] > j.A > j.B > 66C > 22B
  • Does less than the normal ender, but ends in double buff, generally very worth it.


C) Corner Damage

66C > 236B > immediate B , 2C > j.2C > 22X
  • Adds like 50 damage over midscreen combo if all 236B hits connect.
  • 214[X] must put them against the wall, or you will put yourself in the corner instead aka bad.


D) Old Ender/No Jump

66C > (214X) > 236A > delay followup A , 66C > 22X
  • This is the old ending route and is still used on many other wagner routes, where a jump has already been used.
  • 214X is only performed midscreen


HELP I HAVE SHIELD BUFF STARTING ON THIS COMBO, AND I CAN'T FOLLOWUP AFTER 214[X]:

No worries there either do a 214A starter, or instead of 66B > 214[A] do 66B , 3C > 214[A], and make sure to use 214B for the optional shield rush at the end if you use it. 66B , 6B(both hits)> 214[A] will also work as a replacement, and will do more damage in routes where 3C was already used.


What if I have sword buff can I get more damage? Yes, but it's results in different combos see the Pre-Buffed combos section.


5) Same as above but 1 less bounce used, bit less carry.;

Opener > [FF] > 22A , 66B , 3C > j.[C] > j.A > j.B , 66C > (214X) > 236A > delay followup A , 66C > 22X
New Openers:
A) 2C > 2A (whiff) , 2B > 6C:
B) 5B > 2C > 5[C] > 6C


6) Random corner hit non knockdown, less hits more damage

3 hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X
  • Same 3 hit rules apply as BnB2 see section VI at bottom for more info.


ALTERNATE VARIANTS: A) If 2 hit starter

2 hits > 214B > [FF] > 22A , 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X


B) If 1 hit starter

1 hits > 214B > [FF] > 22A , 6B > delay 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X
  • Very difficult an advance combo basically.
  • 6B > delay 2C does not work on Yuzu or Merk.


C) If bad 3 hit starter/4 hits

lots of hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > followup B , 2C > j.2C , 66C > delay 214X > 22X
  • bad starters are a bit more complicated 2AA > 5C the normal route works but 5A > 5B > 5C and you need this route. Same rules as Bnb 2 and 3.

Videos

Wagner Basic BnBs by ShinsoBEAM
Advance Wagner Combos by ShinsoBEAM
Basic Wagner BnBs by SometimesFendo

External Links


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki