Under Night In-Birth/Byakuya

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Byakuya

Introduction

fluff

Story

lol anime story

Unique Trait/Health

Certain of Byakuya's moves set webs onscreen, similar to Testament's traps. Webs will steal one block of GRD from the opponent if they hit, or half a block if they are destroyed by an attack. Additionally, webs will snare opponents on hit for a relatively long time, allowing for easy followup combos.
Health: 9500

Gameplay

Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his complete lack of invulnerability on any of his non-system reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.

Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's. His 2B and 2C have extremely long range and fast startup and hit low, forcing opponents to commit to low blocking once Byakuya is in range. Versus airborne opponents, 5B has a very tall vertical hitbox and can be used to cover multiple angles of approach with relatively low commitment. 66B/C and 236B are slightly higher-commitment pokes, but have extremely long range and are easily capable of catching opponents who are not expecting to have to block from so far away.

Byakuya suffers more at close range, where his lack of a safe 5f poke (his 2A is 6f and -3, compared to many characters who have 5f jabs that are only -1 or -2 at worst) hinders his ability to stagger pressure with jabs. Similarly, Byakuya has difficult matchups against characters who are able to stuff his approaches from further away than his optimal midrange pokes, such as Gordeau, Vatista, Hilda, Yuzuriha, etc. Due to his lack of a real projectile and otherwise slow dash speed, he has a hard time avoiding projectiles, and being forced to block them will significantly hinder or entirely negate his attempts to close space. His 214X~X moves allow him to move past some moves, but they are extremely high commitment mobility tools that can be stuffed on reaction, so his best bet is typically to stagger dash in a little bit at a time and block often.

On pressure, Byakuya actually has no safe normals (the safest being blocked 2A or 2A whiff cancel off a blocked 5C move, both of which are still -3) but he is able to make up for this with the fact that his normals can all be canceled extremely late, meaning that it will be very difficult for the opponent to tell when his moves are actually unsafe and when he is just delaying them for a frametrap. As such, Byakuya can easily train opponents to respect his pressure, allowing him to safely set up 214X webs for mixup and pressure (which can otherwise be disrespected by mashing) or simply do things that would otherwise be hugely unsafe (such as 5C dash up throw). Because his normals are all unsafe, it is easy for opponents to mash reversals through them; however, Byakuya's huge range often pushes him far back enough that most reversals whiff, meaning the Byakuya player needs to have a good sense of the opponent's reversal options and adjust his pressure accordingly. Once Byakuya confirms a hit, his combos almost always deal high damage, build lots of meter and GRD, have good carry and enable side switching if necessary, so he keeps momentum extremely well. Again, some characters deal with web oki setups more effectively than others, so a sense of the matchup is necessary to do well.

On defense, Byakuya lacks any sort of invulnerability or reversal (other than VO/IWEXS), so he has a hard time escaping very tight strings with small gaps. However, thanks to the huge range and relatively fast startup on his B moves, he is often able to wait out pressure until the opponent pushes himself too far out, and poke out of pressure when the opponent is at frame disadvantage and cannot reach him with any move that would normally be fast enough to beat a B poke. As such, green shield's pushback and blockstun reduction are extremely useful for Byakuya, especially since he builds meter and GRD very quickly and thus typically has a lot of meter to spare.

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 6 2 14 -4 Sp,EX,CS HL -

Quick horizontal stab with a single claw. Hitbox a bit shorter than the visual might make you think.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 6 2 13 -3 Se,Sp,EX,CS HL -

Short ranged slash. Can otg.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 10 4 21 -9 Sp,EX,CS HL -

Attack with all of his claws, covering the space in front of him. Decent anti-air. Can otg.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 9 5 17 -6 Sp,EX,CS L -

Low hitting claw attack with good range (same as 5C). His best poke. Extends Byakuya’s hurtbox slightly. Goto normal!

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 12 3 23 -8 Sp,EX,CS HL -

Moves slightly forward while thrusting his claws forward in a cone-like attack Extends Byakuya’s hurtbox a bit. OKish poke but hard to capitalize on at max range.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 11 5 25 -10 to -12 Sp,EX,CS L -

Long ranged sweeping claw attack, hitting low and leading into a knockdown. His longest reaching normal. Can otg. Moves very(!) slightly forward. Extends Byakuya’s horizontal hurtbox a lot.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 2 X+2 Varies Sp,CS H -

Jumping single-claw attack with misleading visuals (the hitbox is a good deal shorter).

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
440 10 4 X+3 Varies Sp,CS H -

Jumping “starfish”-like attack in which Byakuya extends his claws all around himself. Good crossup or air-to-air normal.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
590 12 4 X+4 Varies Sp,CS H -

Diagonally-downward angled cone-like attack. Good jump-in tool with decent range.

Command Normals

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 13 3 22 -7 Sp,EX,CS L -

Bends over for a low hitting, slow, porcupine resembling launcher. Little horizontal range and rather weak as an anti-air.

3[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
898 30 3 22 -7 Sp,EX,CS H -

Charged version of 3C. Hits overhead (one of his two grounded overheads, the other being his Force Function) and has vastly increased horizontal range (same as 2C!). Only special, EXS and IW (albeit IW always whiffs). Follow up with 236B or 214C.

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
674 12 20 X+4 Varies Sp,CS HL -

Byakuya's claws circle around him for a while. Doesn’t hit overhead. Hitbox all around Byakuya. If done instantly after jumping the jump arc resembles that of 6D. If done while descending Byakuya does a small hop in the air and gains forward momentum. Good move in general, but the charged one has more use.

j.2[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1125 19 21 X+4 Varies Sp,CS HL -

Charged version of j2C. Same movement altering properties but a bigger hitbox and instead of 3 hits it does 6. Launches into an untechable knockdown which can be converted into a combo with basically anything (2C > 5C..). Plus on block! Very good move making Byakuya very scary if he is above the opponent. Use it!

Dashing Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 9 16 14 0 to -12 Sp,EX,CS L -

Low hitting ground slide which travels a decent range. Leads to a knockdown. Can lowprofile and otg. Special, EXS and Infinite Words cancelable. Pretty good neutral move in general, being a long, fast, and relatively safe low with good reward. Expect this to catch opponents off guard quite a bit and really mess with other characters' spacing and zoning games in general.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1228 15 18 23 -9 Sp,EX,CS HL -

Extends his hands ordering his claws to rapidly attack an area one character space away from him, leaving the space between him and the claws unharmed. Blows away the victim leading to a wall bounce. Can be special, EXS or IW canceled before the last(9th) hit to continue the combo. Has pretty good range but needs to be spaced well and you will get blown up hard if you whiff this since the recovery is REALLY long.

Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
898 29 4 39 -26 CS H -

Overhead with the same startup animation as his 214-Series, fake web appears and claws attack from above leading into a knockdown. Misses point-blank and can only be followed up with Chain Shift.

Force Function (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
898 38 4 38 -25 CS H -

Charged version of Byakuya's Force Function. Same properties as the uncharged version but the claws appear further away.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1450 5 2 22 Normal: +61 (hit)
[4]: +29 (combo stun)
- UNB -

Byakuya grabs the opponent with his claws and slams him into the ground. 4 can be held during the throw to make Byakuya toss the opponent behind him and possibly drop him into a web allowing followup.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

How shall I cook you?
「どう料理しよう?」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 453 12 4 26 -6 Sp,EX,CS HL -

Byakuya's rekka. Moves forward while hitting multiple times with spinning blades. Can go into 214X web series (by inputting 4X) or rekka followups with 6X. Generally pretty safe due to pushback and the threat of frametraps but beware of autopiloting into this too much as it is somewhat punishable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 453 12 4 27 -7 Sp,EX,CS HL -

B version moves forward further and launches (higher, if already airborne) on hit. Otherwise identical to A version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1920 8 4 (last hit) 134 (Landing: 62) -21 CS HL -

Byakuya does a five-part rekka automatically. Mostly used as a combo ender for good extra damage as it will always combo from a high air hit rekka ender. Cannot be Chain Shifted on block so beware. If you want to follow this up for extra damage, CS right before the last hit for a long, easy-to-follow float.

Is chopped fine?
「微塵切りがいいかな?」

6X
After How shall I cook you?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 660 16 6 28 (Landing: 16) -8 Sp,EX,CS HL -

Byakuya jumps up slightly while continuing to spin; best version for combos as B version often floats opponent too high to follow up with the last hit. Press 4X to cancel into j.214X series.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 660 19 6 32 (Landing: 16 -12 Sp,EX,CS HL -

Byakuya jumps up higher than A version, letting you put a web higher up.

Or Maybe shredded to pieces?
「それとも八つ裂き?」

6X
After Is chopped fine?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 920 9 12 47 -21 Sp,EX,CS HL -

Final rekka that knocks down. Has a massive hitbox so it will combo even if the opponent is really high up. Can delay the followup quite a bit after the second rekka for frametraps, but make sure you have Chain Shift or meter available to cancel out because this move is super unsafe on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 920 9 12 47 -21 Sp,EX,CS HL -

Pretty much identical to A version.

Should I leave it around here?
「この辺に仕掛けておこうかな?」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 898 37* Varies 53* +22 (approx.) - HLA -

Byakuya floats upward and sets a web. Very advantageous on block but has very slow startup and long recovery so opponent can easily mash out on reaction if you are too predictable with the set. The web trap has the following properties:

  • If the opponent is hit by the web, it will stun him for a long time and steal one block of GRD. Subsequent web hits will drain GRD but will only have normal hitstun, without the extra duration snaring animation.
  • The web can be destroyed by B and C level moves but doing so will drain (not steal) half a block of GRD. It will put the opponent in blockstun if blocked but will not drain GRD.
  • Byakuya can set three webs total: grounded 214X, air 214X, and ground web from 623X or 214X~X~D followup.
  • Webs take a few frames to trigger (around 15 frames for "meaty" oki web") once the opponent is in range. This means that your opponent CAN mash through your webs on wakeup even if they have no invul on the move.
  • Frame data note 1: Start-up is the fastest Byakuya can set up the web, not the frame it hits if set on the opponent.
  • Frame data note 2: Recovery is the entirety of the animation without any of the follow-ups.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 898 39* Varies 59* +18 (approx.) - HLA -

Byakuya sets the web slightly further and higher. Also has slightly more startup than A version. Air version sets the web lower than A version instead.

  • Frame data note 1: Start-up is the fastest Byakuya can set up the web, not the frame it hits if set on the opponent.
  • Frame data note 2: Recovery is the entirety of the animation without any of the follow-ups.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C 898 41* Varies 63* +23 (approx.) - HLA -

Sets the web even farther and higher (air version set the even even lower).

  • Frame data note 1: Start-up is the fastest Byakuya can set up the web, not the frame it hits if set on the opponent.
  • Frame data note 2: Recovery is the entirety of the animation without any of the follow-ups.
It's useless to run
「逃げてもムダさ」

X
After Should I leave it around here?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A/B/C - 21 - Landing: 12 - - - -

Command airdash. Distance traveled is determined by the web you set initially, the button pressed for the dash itself doesn't matter.

See, I caught you
「ほーら、 捕まえた」

X
After It's useless to run
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 680 9 4 X+12 Varies EX,CS HL -

Byakuya does an attack with the same animation as his j.C. Usually advantageous on ground block depending on height and knocks down on hit allowing OTG pickup.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 898 9 4 X+12 Varies CS
Jump Normals (on hit)
H -

Byakuya cancels his air momentum and floats upward while stabbing straight downwards, slamming the opponent down on hit. Hits overhead and has a good hitbox. Can be canceled into any air normal to eliminate the long landing recovery or to make it safer, but beware of opponents shielding this on reaction to prevent the cancel; you will need to CS in this case to prevent a guaranteed punish as a non-canceled B followup is absurdly unsafe.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C 898 10 4 X+14 Varies CS HL -

Spikes stick out in every direction. Wallbounces opponent on hit and has a very good crossup hitbox. 1f more startup than A version and less forward range, but compensates with better range in every other direction and also more advantageous on block (usually about 4f more stun and equal recovery)

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
D 898 19 Varies X+12 +15 (approx.) CS HL -

Byakuya bounces up again while setting a web beneath him. Moves Byakuya really far forward and is good for certain pressure setups but beware of doing this anywhere where the web isn't guaranteed to make them block as the recovery on this move is REALLY long and easily punishable. Note that like the 623X webs and unlike the 214X webs, the ground webs this move sets WILL drain GRD on block.

Isn't it good for eating now?
「そろそろ食べ頃かな?」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 898 33 Throw: 1
Web: Varies
39 +25* (hit) - UNB -

Byakuya teleports forward and sets a web on the ground. This is actually a command throw, albeit a super obvious one with tons of startup; if the opponent is standing where the web would appear, Byakuya will automatically snare them in a web (note that this will whiff at point-blank). Otherwise, he will simply set a ground web behind him. Note that despite the "disappearing" animation, Byakuya has NO invul during this move so you can be mashed out. Note that unlike the 214X web series, the webs set by this move will drain GRD even on block.

  • Frame data note: Frame advantage here is actually the combo stun.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 898 33 Throw: 1
Web: Varies
39 +25* (hit) - UNB -

Byakuya goes further and webs/throws further away. Otherwise identical to A version.

  • Frame data note: Frame advantage here is actually the combo stun.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1315 14 Throw: 2
Web: Varies
37 +152* (hit) - UNB -

Has considerably faster startup and catches the opponent in a long-duration web similar to Carmine's crystal, enabling extensive web setups for extremely strong oki setplay (see web setups below). Still doesn't have invul unfortunately but he goes pretty far pretty fast so it may get you out of some stuff.

  • Frame data note: Frame advantage here is actually the combo stun.

Infinite Worth

Become a part of me
「僕の一部になりなよ」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3150 9 30 52 +30* (hit) - UNB -

Byakuya sets his swords on the ground. If the opponent touches the swords he will be locked into a long anime sequence for high damage. This move is an UNBLOCKABLE command throw that can be comboed into but can ALWAYS be jumped out of on reaction. Also has NO invul so don't try to use it as a reversal.

  • Frame data note: Frame advantage is the amount of hard knockdown frames on hit.

Infinite Worth EXS

Endless Nightmare
「終わらない悪夢」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3614 16 3 49 -26 - HLA -

Standard anime IWEXS, need to have 200% meter and less than 30% health. Almost a legit move for Byakuya since it is his only move with any sort of reversal invulnerability. Faster startup than Veil Off so it's not a bad idea to use this occasionally against players who forget that rushdown against Byakuya isn't 100% free if the conditions are met.

Combos

Universal route off ground A/B/C starters

2A (5B) 2B 5C (2C) 236B~4A 214CC~delayA 2B 236A~4AAA 2B > 236A~4AAA OR 236A~6A6A 236C (CS 236A~6A6A 236C)/41236D

  • Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A. Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage.
  • End with rekkas instead of 4AAA if you want to go into IW or EX for more damage.
  • Practical and optimal pretty much anywhere. If you have to learn one combo, go with this one.

2A (5B) 2B 5C (2C) 236B~4A 214CC~delayA 2B 236A~4AAA 2C 236A 623C > web setup

  • Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential. 623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look. This should generally be your default route if you have the meter to spare.

2A (5B) 2B 5C (2C) 236B~4AAB j.A(whiff) 2B > standard routes

  • Sideswap route. Deals slightly less damage than the above and doesn't steal as much GRD, but otherwise works pretty much identically.

5B/2B 5C 2C 236B~4AAC 214CC~delayA 2B 236A~6A6A (236C)

  • Corner carry route. The standard route already carries pretty far but this one carries REALLY far, at the cost of having less GRD drain and no 623C oki option.
  • Note that this only works off B starters or better.

2A 2B 2C 5C 214BBX etc.

  • Alternative starter. Generally not recommended as a default confirm because being forced to keep 5C for combos after 2C cuts off a lot of your pressure options.
  • 2B works in lieu of 5C if 5C has already been used and 2B has not.
  • Prorates hitstun slightly less than 236B route, so still useful for very bad proration starters (i.e. 2A 2A 2B 2C).

5B/2B 2C 236B~4A 66C 214CAA 2C 236B4AAA 2C 236A~6A6A

  • Swag carry combo for style points.

2B>5B>2C>5C>214BBB>JA(whiff)>66B>236A4ABB>JA(whiff)>66B>236A6A6A

  • Combo from official Byakuya introduction video.
  • Switches side twice for swag (not really good, if you are looking for carry, unfortunately).

Specific starters

3C (anti-air or grounded) J2C JC 2C 5C 214BAA 2C 236B4AAA 2C 236A6A6A

  • Basic 3C anti-air combo.
  • Works off ground hit but don't expect to hit it super often since the visual difference between 3C low and 3[C] overhead is super obvious.

3[C](overhead) 214CAA etc.

  • Pickup from overhead. Goes into pretty much all standard routes, albeit with heavy damage proration.

Corner-only combos

Strong starter > web snare > 2C 5C j.2C j.C 2C 236A~4AAA > ender

  • Extremely high damage route. Doesn't drain as much grid due to lack of web hits but deals massive damage.
  • Only works off good starters, i.e. B or C normals.

Strong starter > web snare > 214C~4AA~delayA 2B j.2C j.C 2B 214A~4AAA > ender

  • Compromise between damage and GRD drain. Doesn't do as much damage as the above combo but doesn't sacrifice any web hits so you still get maximum GRD drain.

Dash attack starters:

66B 236B4A etc.

66C 214B etc.

  • Must cancel before last hit. If last hit connects, opponent will wallbounce and be very difficult to pick up with a combo.

Force Function starters:

B+C CS 2C etc.

  • Standard pickup from B+C overhead. CS is required in the general course.

B+C (corner) 2A 5B j.ABC 2B 214BBB 2B etc.

  • Pickup off point-blank B+C in the corner. 2A only reaches if very close in the corner.

B+C (CH) 2B 214B etc.

  • Counterhit confirm off B+C. Counterhit adds extra untech time allowing 2B to pick them up.

Aerial starters:

J2[C] land 5C 214A etc.

  • Basic pick up from low air J2[C] hits.

J2[C] land 5C JB JC J214BAA 2C 236B4AAA 2C 236A6A6A

  • Works only in corner, but does high damage (3.4k with Vorpal)

214 trap starters:

Trap hits > 2C 236B~4A etc.

  • Standard pickup. It is possible to hit the opponent before they are launched by the trap (i.e. with 2B) but confirming it in practice can be difficult. Better to go straight into 2C.
  • Note that trap trigger will use up your first long-duration snare stun so you will have to go straight into followups after your first web set (no double web hits).

Trap hits > 66C 214B etc.

  • In case too far to dash in with 2C.

Web trap placement follow up attack starter:

Follow up A attack > dash 2C etc.

  • Usual combo routes.

Follow up B attack > j.A(whiff) 2A 5B j.ABC 2B 214B etc.

  • Standard followup route. You have less time to follow up since the opponent is already on the ground, so go straight into a 2A pickup to be safe.

Follow up B attack > J2[C] land 5C 214B etc.

  • Works only in corner but adds a fair bit of damage.

Oki set ups with web traps:

At center, set up TK214BBA>214A

At corner, set up 214A>TK214C

  • Basic setups that put multiple webs out and give you plenty of time afterwards to act freeform.

At center: Jump back j.214CAA 214AAD

  • Sets two webs in front of opponent and one behind. Webs will not trigger immediately on the opponent's wakeup but will trigger if he moves at all. Ground and air web in front of opponent make it difficult for him to mash as he can potentially be snared by both webs if he fails to hit both of them in one attack. Moreover, if you block his attack, you can green shield him backwards into the web behind for a free combo.

In corner: 214AAD TK j.214BBB (whiff) falling j.B

  • Three-web setup that leads into a safejump setup. Do j.214BBB whiff as the opponent falls out of the 623C web, requires a bit of timing vs. faster DPs.
  • If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup.
  • Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons). In this case you still have enough time to do a regular meaty.
  • You can switch the order of the jumping and ground web placements (i.e. doing j.214AAD first instead of 214AAD to slightly alter the web arrangement if you prefer.

In corner: 214BB TK j.214BBD

  • Three-web setup that puts you into corner with one meaty web and webs above and behind opponent, cutting multiple wakeup options. You are DP-safe and mashing will lose to webs (either meaty ground web if not a low or otherwise green shield into web behind). They will be forced into blocking the web above if they jump leading to free air-unblockable.
  • Note that opponent can throw you to clear the webs (even if you tech the throw). Either just tech the throw for the free frame advantage or call it out with a meaty.

Colors

Midnight Spider Hell Smoke Ende Regen Drought Earth Rotten Pomegranate
Falsehood Night Maple October Dirty Wisteria Bamboo Spear Withered Lilac
Blue Ripple Another Galaxy Knight of Mercury Mud Crater Bottom of Abyss
Desert Sun Flash White Fullmoon Light Cunning Tiger Valley Magnolia
UNDER NIGHT IN-BIRTH Exe:Late
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuya