Under Night In-Birth/Glossary

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Standard Terms and Abbreviations

DESCRIPTIONS

Movement Notations

Numpad Notations


In order to represent directional inputs, you use the numbers from a numpad corresponding to the directions ingame.

7 8 9
4 5 6
1 2 3

Commands are always denoted assuming that you're on the left facing right. Keep in mind that the numpad is mirrored when you face from right to left.

Motions

Forward Backward
Quarter circle 236 214
Dragon punch 623 421
Half circle 41236 63214


See also: Under Night In-Birth/Controls

Standard Notations

Move Notation


When writing down combos, these are standard notations that help making them easier to read and understand.

Single commands are separated by a space (e.g. 5B 2B 2C 5C 623B).


jc

Jump Cancel


j.B, j.C, or j.BC

Jump+B button, Jump+C button; j.BC is just another way of saying "Jump B, Jump C". If you see a number before it (i.e. j.6B j.2C), that simply means jump forward+B or jump down+C


dj.

Double Jump; an example of the most common air combo ender is j.B j.C > dj.B dj.C > air throw; the > notates the next part of the combo where a drastic change in the combo takes place, a.k.a. "If you don't do this, you will drop that shit"


sj.

Super Jump; Ground: 28 (vertical) or 29(forward). Sometimes doing a super jump will help you when you need to stay a little higher for some combos. Or move around in general.


sdj. Super double jump. Used in the air with your second jump. Input is 29 in the air.


ad

Air Dash; Some combo extenders need you to airdash + button, for more damage.


IAD or iad

Instant Air Dash; 686, 696, 676 or 8/9/7 > 6A+B.


IBAD or ibad

Instant Back Air Dash; 484, 474, 494 or 8/7/9 > 4A+B.


[B] [C]

Charged normals, you hold the button, and the character will have a white light glow at the point of the normal right before they do the attack.


{B} {C}

Half-charged normals; works on almost every move that can be fully charged. This is to delay certain attacks by holding the button long enough so a delay occurs but short enough so that it doesn't become fully charged.

Guard and Shielding notation

H - High guard. Move must be blocked high (standing).

L - Low guard. Move must be blocked low (crouching).

M - Mid guard. Move can be blocked either high (standing) or low (crouching)

AG - Air Guard. Move can be guarded in the air.

AS - Air Shield. Move can be shielded in the air.

Move Cancel notation

Se - Self cancelable

Sp - Special cancelable

Ex - Ex/Super cancelable.

Cs - Chain Shiftable.

J - Jump cancelable.

D - Dash cancelable.

(X) - cancelable only on hit

UNDER NIGHT IN-BIRTH Exe:Late
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