Difference between revisions of "Under Night In-Birth/UNICLR/Yuzuriha/Combos"

From Mizuumi Wiki
Jump to navigation Jump to search
(Corner)
(Midscreen)
Line 274: Line 274:
 
  {{#var:starter1}}
 
  {{#var:starter1}}
 
  {{ComboData-UNI
 
  {{ComboData-UNI
   | combo        = 2B 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
+
   | combo        = 2B 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B 236B~A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C 236B~A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
 
   | basedamage    =  
 
   | basedamage    =  
 
   | bonusdamage  =  
 
   | bonusdamage  =  
Line 282: Line 282:
 
   | location      = {{Property-UNI|Midscreen}}
 
   | location      = {{Property-UNI|Midscreen}}
 
   | notes        = *6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing.
 
   | notes        = *6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing.
*Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the downed opponent prior to 6B helps.
+
*2B and 2C can hit confirm into this route on counterhit.
 +
*Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.
 +
*If close enough, 5B and 5C can replace 236B~A with 4B 236A for slightly more damage. 2B and 2C can do so on counterhit.
 
  }}
 
  }}
 
  {{ComboData-UNI
 
  {{ComboData-UNI
   | combo        = 2B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
+
   | combo        = 2B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2C 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
 
   | basedamage    =  
 
   | basedamage    =  
 
   | bonusdamage  =  
 
   | bonusdamage  =  
Line 293: Line 295:
 
   | location      = {{Property-UNI|Midscreen}}
 
   | location      = {{Property-UNI|Midscreen}}
 
   | notes        = *Basic FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage).
 
   | notes        = *Basic FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage).
 +
*As with previous B/C routes, confirming with 4B yields additional damage. Counterhit is not required for this route.
 +
*Confirming 5C while avoiding/minimizing SMP limits your options, but with some consideration you can still get solid damage. 4B 236A is ideal; 5C 5B 236A, 5C 236A, 5C 236B~A 9D icj2C 2C 236A 6A, and 5C 2C 236B~A 9D icj2C 6C 6A all lead to around 3600 damage.
 
  }}
 
  }}
 
  {{ComboData-UNI
 
  {{ComboData-UNI
   | combo        = 2B 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
+
   | combo        = 2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
 
   | basedamage    =  
 
   | basedamage    =  
 
   | bonusdamage  =  
 
   | bonusdamage  =  
Line 302: Line 306:
 
   | oppmetergain =  
 
   | oppmetergain =  
 
   | location      = {{Property-UNI|Midscreen}}
 
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Punish routing. Easy and consistent with high reward, but only works at close range.
+
   | notes        = *A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.
}}
 
{{ComboData-UNI
 
  | combo        = 2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
 
  | basedamage    =
 
  | bonusdamage  =
 
  | cost          =
 
  | metergain    =
 
  | oppmetergain =
 
  | location      = {{Property-UNI|Midscreen}}
 
  | notes        = *Optimized routing with FF~A. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.
 
 
  }}
 
  }}
 
  {{ComboData-UNI
 
  {{ComboData-UNI

Revision as of 20:02, 23 May 2020

This Page is a Work in Progress
Please be patient and check back later for additional changes. Consider joining as an editor to help expand this page.
Profile-yuzuriha.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" in input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is inputting by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Yuzuriha specific notation notes:

  • Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are generally better or worse than others, with the exception that holding D mid-combo is discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
  • ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D release, so it is important to not hold down D when attempting to D cancel.
  • As suggested by the notes above, (D) represents an optional D cancel. In such cases, the player may choose to exit stance by releasing their previous hold and allowing Yuzuriha to recover normally. This increases recovery slightly on most stance actions relative to D canceled frame data, which can act as a timing assist for slightly delayed followup actions.
  • Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC should not be interpreted as pressing all these buttons simultaneously. They more accurately correspond to 236A~B~A~C for example, but are often reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
  • Unlike the above, XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously. The window for this "negative edge D-pair" is more strict; the D release must occur on the frame before or the same frame as the A/B/C input.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
5A 5B Ender Anywhere
  • Beginners BnB to teach x.

Theory

Most combos beginning from close range hits follow the formula of hit>launcher + air followup(>optional extender)>stance chain>ender. In some cases, the launcher and followup is delayed to the middle of the combo and an extending sequence is inserted beforehand.

Combos from mid/far ranges rely heavily on stance attacks to confirm, most notably 236A/B, 214B, and their air counterparts. This allows Yuzuriha to close space and follow with a short relaunch sequence into an ender.

Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.

Adding unnecessary filler between the initial hit and the launcher may reduce damage or prevent the use of certain components. Combos where a certain additional hit is optimal are featured accordingly; use of other options to confirm is usually possible for less damage.

Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.

FAQ

How do I do j.C into 66B/66C etc?

Remember that you can start inputting motions before you're actionable, and that UNI has a small input buffer. Begin the 66 input during your air attack, then input your attack as you land. Remember to hold 6 through the attack input.

When do I D cancel?

More than 2f into the startup of the move you wish to cancel, but not so late into recovery as to miss the cancel window. The fail timing typically comes quite late, so your available window is quite large. Note that 236A and 236B have reduced base damage if you D cancel during their startup, so a safe timing for D cancels is slightly after a move would first connect. For Yae Ichirin, make sure to D cancel before Yuzuriha lands from her flip.

How do I do these fast motion sequences?

You have more time for each input than you probably realize. You can start the motion as soon as you finish the previous attack input, or even sooner in some cases. Use your time effectively and keep your inputs clean. It may not happen immediately, but given time and focused practice you can succeed.

How do I know which button to hold?

You can hold any button so long as it's not used after the first stance attack in the sequence, but should avoid holding D in combos.

Why not D hold?

D hold midcombo increases damage scaling. Your combos will do less damage, potentially up to several hundred less damage depending on the routing.

On the other hand, D hold in neutral is acceptable and often encouraged for flexibility. D hold scaling does not apply to combo starters, so it often has no or very limited impact.

How to manage holds on pad?

Remap your controls and/or use claw grip. C and/or D on shoulder buttons is common, but different players use many different setups. Take advantage of the macro binds as well.

How do I D-pair if I'm already holding D?

This requires a more strict technique we call "negative edge D-pair", which relies on the standard D cancel timing on D release. Release the D hold either 1f before or on the same frame as the attacking input.

How do I input (6C/236A/236B>)6A>FF~A~D?

6A>FF~A requires pressing all three attack buttons, and we don't want to D hold or else the damage gain is lost. We take advantage of a special behavior during chained stance attacks: once a hold is established, that hold remains active until Yuzuriha returns to a neutral animation (standing, falling, etc). For example, we can input 6C>6A>FF~A~D as 6[C]>6A]C[>FF~A~D. With proper timing, this gives a C hold for the full sequence.

It is also possible to use this property for other routes, but this is less common. Pad players in particular may find it helpful.

Enders

Combo Cost Location
66B Midscreen
  • Basic midscreen knockdown option. Useful if you'd rather keep the opponent close than get some extra damage and meter.
66B 236B~A~B 236A+D Midscreen
  • Primary midscreen ender. Adds damage, creates space, and knocks the opponent high into the air for high frame advantage. May need to delay 236B slightly for proper height in some cases; delaying the 236A+D slightly creates more space after the combo.

Note that 66B is not used in some cases. The replacement is typically some portion of the 4C 2C 4B sequence, at minimum incorporating 2C.

66B 236A~B~A~C 236A+D Midscreen
  • Alternate version of the previous ender. Often does slightly less damage due to D hold scaling, but generates slightly more meter and in some cases will deal similar or slightly more damage. Functionally interchangeable in most situations.
66C Corner
  • Basic corner knockdown ender. Hard knockdown if hit low enough, meaning the opponent is unable to air tech forward. Leaves you slightly plus at 5B range. Generally not used midscreen because it pushes the opponent much further away than 66B without the damage of the 236X enders, but in the corner the resulting spacing is much closer.
66C j.421A Corner
  • Yuzuriha will drift forward after j.421A. Can j.214A/B~D low to the ground for plus frames, or simply D cancel and land at slight minus frames to bait reversals or go for a throw.
66C j.421C Corner
  • Positions Yuzuriha closer to the opponent than uncancelled 66C, but with less frame advantage if exiting stance.
66B 236B~A 214B 421A+D Corner
  • Damage ender adapted for the corner.

Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead.

66B 236B~A~B 236A+D 236C 100 EXS Midscreen
  • Midscreen meter dump. 236C retains the strong frame advantage of the 236X enders and adds about 500 damage.

IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen.

66B 236B~A~B 236A+D 214C 100 EXS Midscreen
  • Adds about 100 damage over 236C ender, but the situation afterwards is less favorable. Use this to secure rounds if you don't need IW's additional damage. Don't delay the 236A+D for this ender.
66B 236B~A 214C 421A+D 100 EXS Corner
  • Corner meter dump, retains control of the situation post-tech.
66B 236B~A 214B 214C+D 100 EXS Corner
  • More damaging corner meter dump, but they can air tech over you. Use this one to close the round.
CVO 66B 236B~A~B 236A+D IW >100 EXS, Vorpal Midscreen
  • Low meter CVO ender. Skip to IW after 236BA in the corner.

For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired.

CVO TK j.214C IW 200 EXS, Vorpal Anywhere
  • High health CVO ender. Delay the j.214C slightly to ensure IW connects in the corner. 214C also works, but is slightly slower and thus slightly more meter depletes before you can IW. If health is <30% and you have at least 110 meter, you can do this route with IWEX instead of IW. Sideswaps, so you may want to use 236C instead of j.214C if the combo won't kill.
CVO 236C 214B(3) j.214C IWEX 200 EXS, Vorpal Corner
  • Low health CVO route for the corner.

Combos

For the sake of comparing relative benefits, damage and meter values are given for the two most common enders for a given situation.

Routes not ending in corner: 236B~A~B 236A+D / 236A~B~A~C 236A+D
These enders usually have comparable damage output with a small meter gain advantage to ABAC, but certain route types may favor one or the other. Routes of this type that instead end the route on 66B or 66C usually lose about 100 damage on highly optimized routes, and may lose 200 or more damage on simpler routings.

Routes ending in corner: 66C / 236B~A 214B 421A+D
66C enders end in hard knockdown, preventing the opponent from air teching. 236BA 214B 421AD trades this off for damage and meter gain comparable to midscreen enders.

A Starters

Midscreen
Combo Damage Cost Meter Gain Location
5A 5C 236A 9D jC 66C j236A j6C j214B~D Ender
2A 5C 236A 9D jC 66C j236A j6C j214B~D Ender
3074 / 3040
3071 / 3037
54.99 / 56.14
54.76 / 55.91
Midscreen
  • Basic midscreen BNB. Delay the jC so that it hits near the ground. Works reliably even on sloppy confirms.
5A 5C 236A dl9D jB jC 66C j236A j6C j214B~D Ender
2A 5C 236A dl9D jB jC 66C j236A j6C j214B~D Ender
Midscreen
  • Slight upgrade to the previous route. Again very stable, but the extra hit knocks the opponent further away so 66C may not connect after spaced confirms.
5A 5C 236A 9D jC 66B 236B 421C j236B j214B+D Ender
2A 5C 236A 9D jC 66B 236B 421C j236B j214B+D Ender
Midscreen
  • This route trades some damage for corner carry. Also a great option for other starters if you're too far away for 66C to connect.
5A 5C 236A 9D icj2C 66C j236A j6C j214B~D Ender
2A 5C 236A 9D icj2C 66C j236A j6C j214B~D Ender
Midscreen
  • Optimal resourceless BNB for A starters, and the foundation for many of her better routes on other starters. Delay j236A slightly if icj2C connects point blank or you'll cross up on j214B. 236A 9D icj2C is more stringent about starting hits, so clean confirms are a must. 2AA (5B/2B/5C/2C) 236A is fine; 2AA 2B 2C 236A also works, but 2AA 5B 5C and 5A 5B 5C for example will not.
5A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D Ender
2A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D Ender
Midscreen
  • Basic FF~A extension to increase damage. Timing for the FF~A sequence is a bit tricky on A starters. It's important to delay 6A as much as possible so that FF~A doesn't whiff or connect directly underneath the opponent. Spacing yourself slightly away from the opponent before 6C also helps.
2A 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender Midscreen
  • 2A punish combo with a more damaging route into FF~A. Does not work from 5A.
Corner
Combo Damage Cost Meter Gain Location
5A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A(~D) Ender
2A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A(~D) Ender
Corner
  • Basic corner route. Usually ends on 66C for knockdown.
5A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B(~D) Ender
2A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B(~D) Ender
Corner
  • High damage corner route. Pulls the opponent out of the corner, so 66B 236BAB 236AD ender is recommended. Adding j6C requires a delay on j236B and only adds 13 damage, so it's easy to omit as desired.

B/C Starters

Midscreen
Combo Damage Cost Meter Gain Location
2B 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D Ender
2C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D Ender
5B 236B~A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D Ender
5C 236B~A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D Ender
Midscreen
  • 6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing.
  • 2B and 2C can hit confirm into this route on counterhit.
  • Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.
  • If close enough, 5B and 5C can replace 236B~A with 4B 236A for slightly more damage. 2B and 2C can do so on counterhit.
2B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender
5B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender
2C 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender
5C 4B 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D Ender
Midscreen
  • Basic FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage).
  • As with previous B/C routes, confirming with 4B yields additional damage. Counterhit is not required for this route.
  • Confirming 5C while avoiding/minimizing SMP limits your options, but with some consideration you can still get solid damage. 4B 236A is ideal; 5C 5B 236A, 5C 236A, 5C 236B~A 9D icj2C 2C 236A 6A, and 5C 2C 236B~A 9D icj2C 6C 6A all lead to around 3600 damage.
2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender
2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender
5C 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender
Midscreen
  • A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.
5B 236A 9D icj2C jFF 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender Midscreen
  • Double FF routing for maximum damage. Rarely used due to the significant GRD cost and low added return over other routes.
5B 236A 9D dljC 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D Ender Midscreen
  • Retains routing into FF~A if too far to use icj2C. Hit jC as low to the ground as possible. If necessary, substitute 66B in place of 2C.
Corner
Combo Damage Cost Meter Gain Location
2B 236A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) Ender Corner
  • Standard corner route, allows you to end in hard knockdown with 66C.
2B 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D Corner
  • High damage route for the corner, sometimes referred to as "tk routing" due to the rejump tk j236A. Pulls the opponent out of the corner and sideswaps twice.
5B 236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D Corner
  • High damage route for the corner, sometimes referred to as "tk route" due to the rejump tk j236A. Pulls the opponent out of the corner and sideswaps twice.

Assault Starters

Midscreen
Combo Damage Cost Meter Gain Location
6D j2C 2A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Resourceless assault confirm, non-counterhit. 2A 5C adds 5 damage, but may drop at j214B if you assault from close range. Confirming with 5A yields ~100 less damage.
6D j2C 2A 2C 4B dl236A 6A FF~A 9(~D) jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Non-counterhit route with FF~A. The damage increase isn't much, but it also adds significant carry.
6D j2C 2A Ender Midscreen
  • Resourceless counterhit confirm.
6D j2C 2A 5C 236A 6A FF~A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Counterhit route with FF~A.
Corner
Combo Damage Cost Meter Gain Location
6D j.C Ender Anywhere
  • Midscreen ground assault confirm
6D j.A CS Ender Corner
  • Corner assault j.A CS confirm

Throw Starter

Midscreen
Combo Damage Cost Meter Gain Location
2C 4C j2C jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Basic midscreen throw route. J2C jB jC does notably more damage than jB j2C jC, so getting comfortable with that variation is strongly recommended.
2C 236BA dl9D jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Higher damage throw route that maintains consistency and ease of use.
4C 2C(1) 236A dl9D jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Optimized resourceless throw route. Delaying 236A helps with consistency.
5C dl236A 6A FF~A dl9(~D) jB jC 66C j236A j6C j214B~D Ender Midscreen
  • Max damage midscreen throw route. Also adds significant corner carry.
Corner
Combo Damage Cost Meter Gain Location
4C 2C(1) 236A~B 421A~D 66C j236AB j214A(~D) Ender Corner
  • Basic corner ender. Stable and reliable against all characters.
4C 236A~B dl7D jB jC 66C j236A j6B j214A(~D) Ender Corner
  • Optimized corner route. Timing is trickier against Linne and Seth, which may cause the route to drop at j236A.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
3C Ender Anywhere
  • 3C anti-air starter
CH 623A Ender Anywhere
  • 623A CH anti-air confirm


Stance Starters

Close Range
Combo Damage Cost Meter Gain Location
3C Ender Anywhere
  • 3C anti-air starter
CH 623A Ender Anywhere
  • 623A CH anti-air confirm
Mid/Far Range
Combo Damage Cost Meter Gain Location
3C Ender Anywhere
  • 3C anti-air starter
CH 623A Ender Anywhere
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
j.A Ender Anywhere
  • Air-to-air confirm

Side Swap Routes

Combo Damage Cost Meter Gain Location
j.A Ender Anywhere
  • Air-to-air confirm

Vorpal Strip Routes

Combo Damage Cost Meter Gain Location
j.A Ender Anywhere
  • Air-to-air confirm

Videos

External Links

Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-05-23 by Mavi.

50% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Added gameplay summary, new move, and partial frame data.
  • Finish frame data and move descriptions
40/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Combo theory outline and notation notes added.
  • Combo additions underway.
  • Finish adding combos.
  • Add damage values for primary enders.
10/25
UNDER NIGHT IN-BIRTH Exe:Late[cl-r]
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
Londrekia
Eltnum
Akatsuki