Under Night In-Birth/UNIST/Yuzuriha/Combos

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Combo Starters

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D
~ = Indicates that the move on the right side of the ~ is to be input as soon as possible after the move on the left side.

Using 7/8/9D

Some of Yuzuriha's more challenging combos will utilize her 7/8/9 jump from her stances, with the use of the D button to cancel the stance so she can use her air normals after the peak of the jump. Rather than press the direction, then press D at the peak of her jump, it is often easier to combine the two motions or pre-buffer them. There are a few ways to do this:

  • As the stance move hits, press the direction and the D button at the same time.
  • As the move starts up, hold the direction you want to jump in, then press D once the move hits.

If you do this successfully, the circle that indicates the end of the stance should appear where Yuzuriha jumps from, or during the middle of her jump, and not at the end of her jump when she's hovering in the air. Even with the cancel, the timing for the normals is still a little tricky, so don't mash it out. Practice something as simple as 236A~8D (insert normal here) if you need to improve your timing.


Using j.2[C]

Combos which utilize j.2[C] are sensitive to the openings of the combo. Based on opener, your opponent may be able to tech before j.2[C] connects. Please keep the following in mind when confirming into 236A~9D > j.2[C]. The routes listed below will guarantee that 236A~9D > j.2[C] connects. 236A~9D > j.2[C] will NOT connect off of any combo that begins with assault or throw.

  • 5A opener
    • 5C/4C/2C
    • 2A > 2C (Note: replacing 2C with 5C or 4C does not work.)
    • 2B
  • 2A opener
    • 5C/4C/2C
    • 2B > 5C/4C/2C
    • 5A > 5C/4C/2C
    • 2A > 2B
  • j.A opener
    • 5A > 5C
    • 5A > 5C > 2C
    • 5A > 5C/4C/2C
  • 5B opener
    • 2B > 5C > 4C
    • 2B > 5C/4C/2C
    • 2A > 2B > 5C/4C/2C
    • 2A > 5A > 2B > 5C/4C/2C
  • 2B opener
    • 5B > 5C/4C/2C
    • 5C/4C/2C
  • j.B opener
    • 5A > 5C
    • 5A > 5C/4C/2C
  • 4B opener
    • 2C
    • 4C > 2C
    • 66B
  • 5C opener
    • 4C > 2C
    • 5C/4C/2C
    • 2B, 5C/4C/2C
    • 2A, 2B, 5C/4C/2C
  • 2C opener
    • Straight into 236A
  • 4C opener
    • Straight into 236A
  • j.C opener
    • 5A, 5C
    • 5A, 5C/4C/2C
    • 5A, 5C/4C/2C


Midscreen Starter

Beginner

  • 2A > 2B > 2C > 4C > 5C > j.B > j.C > j.6B~5C > 214A
    • A simple midscreen combo that ends with a 214A to put you near the opponent; if done in the corner, you wind up slightly under them, but since the 214A is techable, use that time to position yourself for your next attack.
  • 236B > (delay 236B) > delay 236A~421C~214B
    • A basic punish combo that comes after you use 236B to catch someone at midscreen. The tricky parts of this combo come from learning when to input the next 236B or the 236A; the next hardest part is getting the cancel to 421C correct. As long as you remember your change in facing after 421C, 214B should come out very naturally.

Intermediate

  • 236B > (reset stance) 236B > delay > j.214B+D > 2C > 4C > j.B > j.2C > j.C > 66B (slide C) > 236A~236B~236A > 214C+D
    Damage: 4027 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=6m36s
  • 4B (non CH) > 236B > 236A~9D > j.2[C] > 66C (hold C) > delay j.236A > j.214A > 66B (slide C) > 236A~236B~236A > j.214C+D
  • 4B (CH) > 2C > 236A~9D > j.2[C] > 66C (hold C) > j.236A > j.214A > 66B (slide C) > 236ABA > 214C+D
  • j.236A > j.236B > j.214B+D > 2C > 4C > j.B > j.2C > j.C (hold C) > 66B > 236B > 236A > 236B
  • Assault j.2C > 5B > 5C > 2C > 236A (slide C) > 8D > j.236B > j.214B~D > delay 66C (hold C) > j.236A~j.236B~j.236A
    Damage: 2593, no Vorpal

Corner Starter

Intermediate
Note #1: If the opponent techs after the 66C ender they are forced to ground-tech; all 66C enders may be replaced with 66B to allow the opponent to air-tech after the combo.

Note #2: vs. Chaos only--4C > 2C does not connect in corner, use 2B > 2C instead.

  • 5C > 2C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B~236A~236B > 214B+D > 66C > (j.421A or j.421C)
    Damage: 3487 > Hits: 19
  • 5A > 5C > 2C > 236A > 236B > 7 > late j.C > 66C > j.236A > choose from following enders
    • j.214A+D > 66C > (j.421A or j.421C)
      Damage: 3089 w/ Vorpal, Hits: 15
    • j.236C > j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3540 w/ Vorpal, Hits: 20
  • 2C > 5C > j.B > j.2C > j.C (hold C) > 66B > 236A > 236B > 421A~D > 66C > j.236A > choose from following enders
    • j.236C > j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3890 w/ Vorpal, Hits: 22
    • j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3419 w/ Vorpal, Hits: 18
  • Assault j.2C > 5A > 5C > 236B ~ 8D > j.2[C] > 4C > 2C (hold C) > 236B~236A~214B~D > 66C
    Damage: 2529, no Vorpal

Throw Starter

Intermediate

  • (After corner throw only) 5C > 236B > 8D > j.2[C] > 4C > 2C (hold C) > 236B > 236A > 214B~D > 66C > j.421C~D
    Damage: 1876 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=7m7s
    • Note for 2C that you will want to hold C until you have completed 214B~D.
  • (After corner throw only) 4C > 2C (hold C) > 236A > 236B > 421A~D > 66C > j.236A (hold A) > j.236C delay j.214B~D > 66C > j.421C~D
    Damage: 2333 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=7m15s
    • Note for 2C that you will want to hold C until you have completed 421A~D. Similarly, for j.236A, you will want to hold A until you have completed j.214B~D.

Setups

Corner

  • 66C > 421A combo ender [Places opponent in corner.]
    • Ex. Mixup #1: Late j.214B (meaty B-ichirin) on hit, able to confirm to full bnb with 2B link
  • 236B > 7 combo ender [Places opponent 1 character length from corner.]
    • Ex. Mixup #1: 236B (slide A)~7 > 421B > 421C
      • Teleport to air-corner, teleport to ground on original side
    • Ex. Mixup #2: 236B~7D > j.2[C]
      • Meaty j.2[C] against tech.
    • Ex. Mixup #3: 236B~7D (late D) > j.2[C] Throw
      • j.2[C] does not hit.
  • 236B~7D > j.2[C] [Places opponent 3 character lengths from corner.]
    • Able to Veil-Off afterwards for guaranteed GRD Break and safe activation.
    • Ex. Mixup #1: 9~j.5[A] > j.44D
      • Stance jumps over opponent, air-stance backdash back to original side. The j.5A is the stance version of j.6A, so input it after the peak of the jump from 9.
    • Ex. Mixup#2: 7 > 6D > j.421A > j.421C > j.623B
      • Stance jump backward, then low assault jump over opponent, teleport to original side in air, teleport to corner on ground, teleport to original side on ground.

Midscreen

  • j.2[C] combo ender
    • Ex. Mixup #1: 7 > j.6D > 421A
      • Following knockdown, stance jump backwards, assault forward to other side, A kocchi back to original side.
        Note: Despite being on the other side of the opponent after the assault, A kocchi input is still as if you were on original side.
  • 236A block string ender
    • Ex. Mixup #1: (hold A) 421C > j.C > 214B~D
      • Teleport to air on opposite side, stance air C, B ichirin back to original side
  • 66B combo ender
    • Ex. Mixup #1: (hold A) 421B > 421B~C > 236B+D
      • Teleport to opposite side, teleport to original side, C stance poke, B battou
  • Full screen, neutral, not in corner
    • Ex. Mixup #1: j.421C (hold A) > 8 > j.421C~D
      • Teleport to ground opposite side, stance jump, teleport to ground original side. Useful against charge (i.e., Vatista).

External Links


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