Under Night In-Birth/Phonon

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Phonon

Introduction

Story

She wishes. For the paranormal ability from the deepest spirit of hers. Along with the white follower. False shell at present. The wish will be fulfilled when the time comes right here. The sword speaks. The path to the bright future. She fails. The sword exposes. The path from the cloudy past. She overrides.

Unique Trait/Health

Health: 10, 400
Character Trait:????
Vorpal Trait: In Vorpal, Phonon's FF has -4f startup, and head invuln starts 3f earlier.

Gameplay

Move List

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

Startup includes the first active frame.

Normal Moves

5A
PO 5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 6 -3 Sp,Ex,Cs HL -

Downward sword swing. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does.

2A
PO 2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 5 -4 Se,Sp,Ex,Cs L -
5B
PO 5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 10 -5 Sp,Ex,Cs HL -

When canceled into a whiffed A normal this move becomes -5

2B
PO 2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 9 -5 Sp,Ex,Cs L -

When canceled into a whiffed A normal this move becomes -5

5C
PO 5C 1.jpg
PO 5C 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1177 12 -2 Sp,Ex,Cs HL,L -

When canceled into a whiffed A normal this move becomes -3 (if the first hit is canceled), or -5 (if the second hit is canceled.

5[C]
PO 5C CHARGED.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
570,710 12,32 -2 Sp,Ex,Cs HL,L -

When canceled into a whiffed A normal this move becomes -3

2C
PO 2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
600 11 -7 Sp,Ex,Cs L -

Standard sweep. Hits low and knocks down. Used in blockstrings and combos, and a particularly strong combo ender in corner. Does no chip.

j.A
PO JA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 X+2 Varies Sp,Ex,Cs H/AS -

Good hitbox that covers down and in front of Hyde, hitting twice. Hyde's fastest air normal. Can hit overhead very quickly from a well spaced assault.

j.B
PO JB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 10 X+3 Varies Sp,Ex,Cs H/AS -

Good jump in normal. Large vertical slash that covers below Hyde. Useful in assault pressure.

j.C
PO JC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
590 13 X+4 Varies Sp,Ex,Cs H/AS -

Another jumping sword normal, covering more horizontal space than j.B.

j.[C]
PO JC CHARGED 1.jpg
PO JC CHARGED 3.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
750 20 X+4 Varies Sp,Ex,Cs H/AS -

Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups.

Command Normals

5BB
PO 5BB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 12 -5 Sp,Ex,Cs HL -

When canceled into a whiffed A normal this move becomes -3

4B
PO 4B.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 15 -19 Sp,Ex,Cs L -

When canceled into a whiffed A normal this move becomes -3

3C
PO 3C 1.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
600 17,21,24 -14~-7 Sp,Ex,Cs HL -

Primary anti-air. Large vertical slash while Hyde to crouches low and moves forward slightly. Air Counter Hit is untechable.

j.2B
PO J2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
320 9 Varies Sp,Ex,Cs H/AS -

More horizontal version of j.C. Wallbounces on air hit. Useful in combos for extra corner carry, and good for long range assault approaches due to its far reach.

j.2[B]
PO J2C CHARGED 2.jpg
PO J2C CHARGED 1.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 15 Varies Sp,Ex,Cs H/AS -

More horizontal version of j.C. Wallbounces on air hit. Useful in combos for extra corner carry, and good for long range assault approaches due to its far reach.

j.4B
PO j4B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
470 10 Varies Sp,Ex,Cs H/AS -

More horizontal version of j.C. Wallbounces on air hit. Useful in combos for extra corner carry, and good for long range assault approaches due to its far reach.

Dash Normals

66B
PO 66B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
749 14 -10 Sp,Ex,Cs HL -

Quick recovery knee normal, causing a short crumple on hit. Deals no chip damage.

66[B]
PO 66B CHARGED 1.jpg
PO 66B CHARGED 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
840 30 -18 Sp,Ex,Cs HL -

Quick recovery knee normal, causing a short crumple on hit. Deals no chip damage.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
540 12 -9 Sp,Ex,Cs HL -

Hyde stops his dash with a large horizontal slash. Causes crumple on hit. One of Hyde's best moves, reaches far and leads to strong combos on hit. Good for catching opponents at neutral from a distance. Useful for confirming off far Orbiter hits and side swap combos. Can also dodge certain reversals by passing through an opponent on wake-up.

Universal Mechanics

Force Function
B+C
PO BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1122 17(VP 13) -6 Sp,Ex,Cs HL -

A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C.

Force Function (charged)
[B+C]
PO BC CHARGED 1.jpg
PO BC CHARGED 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1850 17(VP 13) -6 Sp,Ex,Cs HL -

Charged version of his Force Function with longer startup, more damage and is now an overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce.

Throw
A+D
PO THROW.jpg
Throw connects
PO THROW WHIFF.jpg
Throw whiffs
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1635 4 1 - UNB -

Hyde grabs and kicks the opponent. Works as a combo starter in the corner.

Guard Cancel
214D
GUARD 1.jpg
GUARD 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 - HL -

5B motion with a greater hitbox. Fully invincible.

Veil Off
A+B+C
PO VEIL OFF.jpg
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. 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

fireball
236X
PO 236A.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 18 -2 Ex,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 800 14 -7 Ex,Cs HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1560 1+8 +18 CS HLA -

Increases size, damage, and amount of hits. Sets up particularly vicious block-strings. Can be followed up with combos on hit. Minimum damage : Screen freeze : 20f

charged fireball
236[X]
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[A] 928 25 +1 Ex,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[B] 1206 21 -5 Ex,Cs HLA -
air fireball
j.236X
PO 236 AIR 1.jpg
PO 236 AIR 2.jpg
PO 236 AIR 3.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 16 -15 Ex,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 800 16 +6 Ex,Cs HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1560 1+7 +28 Cs HLA -
Pillar
623X
PILLAR A.jpg
A Variation
PILLAR B.jpg
B Variation
PILLER 3 1.jpg
PILLAR 3 2.jpg
EX Variation
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1224 9 -8 Ex,Cs HL -

No invulnerability, but fast startup and can be followed up with EX moves on air hit. Landing recovery can be cancelled with EX moves. Has anti-air utility. Used in combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1314 11 -8 Cs HL -

Fully invulnerable, reaches higher, and does more damage. Highly punishable if blocked or whiffed. Great anti air and combo ender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1921 1+8 -19 Cs HL -

Like B version, but more damage, reaches slightly higher, and 1f faster. Minimum damage : Screen freeze : 20f

whip strike
214X
REKKA 1.jpg
REKKA 2.jpg
REKKA 3.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 450,1395 1: 12
:2: 9
1: -5
2: -16
Ex,Cs HL -

Hyde rises forward slightly into the air. Becomes airborne quickly, making it useful as a throw punish. Second rekka is +1 on guard if delayed enough.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 450,1395 1: 10
:2: 8
1: -10
2: -14
Ex,Cs HL -

Hyde rises forward higher up into the air. Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1917 1+8 -24 CS HL -

Requires no additional inputs. No invulnerability. Useful as a combo ender for extra damage and corner carry. Minimum damage : Screen freeze : 20f

hop back fireball
22X
PO HOP A.jpg
A variation
PO HOP B.jpg
B variation
PO HOP EX 1.jpg
PO hop EX 2.jpg
EX variation
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1203 25 -28 Ex,Cs HL -

Faster startup, causes flame to appear a short distance away.

  • Need to guard low on close hit.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1435 28 -15 Ex,Cs HL -

Slower startup, causes flame to appear from a very far distance. Makes for a decent frame trap.

  • Need to guard low on close hit.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1951 1+22 -16 CS HL -

Starts from the same place as the A version and moves forward like a wave. Useful for starting pressure. Need to guard low on close hit. Flames keep going even if Hyde is hit. Screen freeze : 20f

Infinite Worth

IW
41236D
PO IW 1.jpg
PO IW 2.jpg
PO IW 3.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3133 1+12 -22 - HL -

Hyde stabs the ground and is surrounded by a red light. Fully invulnerable. Can continue a combo from this move. Great anti air and combo starter. Minimum damage : Screen freeze : 60f

Infinite Worth EXS

IWEXS
A+B+C+D
EXS 1.jpg
EXS 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3760 15 3 49 -25 - HLA -

Causes GRD break unless the player is in Vorpal. Minimum damage : 887. Screen freeze : 20f

Strategy

Combos

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
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaMikaWagnerEnkiduPhonon