Under Night In-Birth/UNIST/Byakuya

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They nest. The web will lure and consume any prey that goes near. He, for her, and her for
herself, they fight. Her feelings point in one direction, to a friend defeated. She sips on
blood, and mud alike, chasing a shadow. His eight legs will crawl through the night once
more, carrying with him her feelings.


Byakuya is an in-birth who fights to protect his sister Tsukiyomi who is not his sister but actually an in-birth manipulating Byakuya for her own means except that actually Tsukiyomi is Byakuya's sister except that Byakuya is not a person but is actually a spider. I think.


Character Health Jump Startup Forward Walk Speed Backward Walk Speed Initial Dash Speed Dash Acceleration Max Dash Speed Dash Startup Backdash Duration Backdash Distance Backdash Startup Backdash Invincibility Notes
Byakuya 10500 4 1000 -900 3000 0 3000 5 29 -35350 5 1-8 Full
9-10 Throw
Character Trait
  • Some speicals set stationary web traps which snare opponents on hit.
    • These webs will steal opponent's GRD on hit.
    • Also, they will cause the opponent to lose GRD if they are destoryed by an attack.
Vorpal Trait
  • 214x Web grd steal increased
  • 214x Web chip damage increased


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 flawed 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 has serviceable but flawed metered reversals, his EX "How Shall I Cook You?" which can be jumped over and loses to throws and unblockable attacks, and his Infinite Worth "Become A Part of Me", which can also be jumped over. 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

Bya 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 6 2 13 -3 Sp,EX,CS HL Strike

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

Bya 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
150 6 2 13 -3 Se,Sp,EX,CS HL Strike

Short ranged slash. Can otg.

Bya 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
450 10 4 21 -9 Sp,EX,CS HL Strike

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

Bya 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
490 9 5 17 -6 Sp,EX,CS L Foot

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

Bya 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
690 12 3 23 -8 Sp,EX,CS HL Strike

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.

Bya 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
620 11 5 25 -10 to -12 Sp,EX,CS L Foot

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.

Bya jA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 2 X+2 Varies Sp,CS H Head

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

Bya jB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
440 10 4 X+3 Varies Sp,CS H Head

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

Bya jC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
590 12 4 X+4 Varies Sp,CS H Head

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

Command Normals

Bya 3C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
620 13 3 22 -7 Sp,EX,CS L Strike

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

Head invincible frames 9~15

Bya 3C charge.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
898 30 3 22 -7 Sp,EX,CS H Strike

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.

Head invincible frames 27~32

Bya j2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
674 12 20 X+4 Varies Sp,CS HL Head

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.

Bya j2C charge.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1125 19 21 X+4 Varies Sp,CS HL Head

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

Bya 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
650 9 16 14 0 to -12 Sp,EX,CS L Foot

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.

Bya 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1228 15 18 23 -9 Sp,EX,CS HL Strike

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

I'll Plant It Somewhere Over Here
Bya BC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
898 26 4 33 -19 CS H Strike

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. Landing recovery can be canceled into an EX move or Chain Shift.

Foot invincible frames 12~36

I'll Plant It Somewhere Over Here (charged)
Bya BC charge.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
898 31 4 34 -20 CS H Strike

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

Foot invincible frames 18~42

Bya throw.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1450 4 1 22 Normal: +61 (hit)
[4]: +29 (combo stun)
- UNB Throw

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 Thrust
Bya 5B.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike


Completely invincible frames 1~12

Veil Off
Bya VO.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast 0 2 4 20 +3 - HL Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19

Special Moves

How Shall I Cook You?

Bya 236.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 453 12 4 26 -6 Sp,EX,CS HL Strike

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.

B 453 12 4 27 -7 Sp,EX,CS HL Strike

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

EX 2060 1+7 4(18)6(16)4(14)6(15)10(6)6 33 -21 CS HL Strike

Byakuya does a five-part rekka automatically. Has a use as a combo ender for good extra damage as it will always combo from a high air hit rekka ender. As of 3.20, this move has gained invulnerability frames, making this Byakuya's primary reversal. Covers a good amount of space, but expenctant opponents can beat it by mashing throw during the superflash. 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.

Throw invincible frames 1~3
Strike and projectile invincible frames 1~11


After How Shall I Cook You?
Bya 236 2.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 660 16 6 28 (Landing: 16) -8 Sp,EX,CS HL Strike

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.

Foot invincible frames 7~21

B 660 20 6 32 (Landing: 16 -12 Sp,EX,CS HL Strike

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

Foot invincible frames 7~25

Or... Shredded?

After Minced?
Bya 236 3.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 920 9 12(8)6 33 -21 Sp,EX,CS HL Strike

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.

B 920 9 12(8)6 33 -21 Sp,EX,CS HL Strike

Pretty much identical to A version.

I'll Plant It Somewhere Over Here

Bya 214.png
Ground Version
Bya j.214.png
Air Version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 898 47 Varies X+4 +22 - HLA Strike

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.
B 898 49 Varies X+6 +18 - HLA Strike

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.

C 898 51 Varies X+6 +23 - HLA Strike

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

No Point in Running

After I'll Plant It Somewhere Over Here
Bya web jump.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
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.

Caught You
「ほーら、 捕まえた」

After No Point in Running
Bya jC.png
A Version
Bya web followup B.png
B Version
Bya web followup C.png
C Version
Bya web followup D.png
D Version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 680 9 4 X+12 Varies EX,CS HL Air Strike

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.

B 898 9 4 X+12 Varies CS
Jump Normals (on hit)
H Air Strike

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.

C 898 10 4 X+14 Varies CS HL Air Strike

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)

D 898 36 Varies X+12 +15 (approx.) CS HL Air Strike

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.

You're Almost Ready to Eat

Bya 623.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 898 33 Throw: 1
Web: Varies
39 +25 - UNB Throw

Byakuya teleports forward and sets a web on the ground. This is actually an unblockable, 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. Despite the invulnerability frames, it can be really to mash Byakuya out on reaction. Note that unlike the 214X web series, the webs set by this move will drain GRD even on block.

Throw invincible frames 13~32
Completely invincible frames 33~37

B 898 33 Throw: 1
Web: Varies
39 +25 - UNB Throw

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

Throw invincible frames 13~34
Completely invincible frames 35~39

EX 1390 1+12 Throw: 2
Web: Varies
37 +1927 - UNB Throw

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.

Throw invincible frames 1~11
Completely invincible frames 12~17

You're Almost Ready to Eat (feint)

Bya 623 hold.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 898 47 12 10 +12 - HL -

Starts off the same as the regular version, but Byakuya doesn't actually move and instead stays in place and taunts while still setting a web.

Throw invincible frames 13~32

Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
B - 57 12 4 +18 - HL -

Same as A version but the web is placed further away

Throw invincible frames 13~34

Infinite Worth

Become a Part of Me

Bya IW.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3150 1+8 30 52 +30* (hit) - UNB Throw

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 move that can be comboed into but can ALWAYS be jumped out of on reaction.

Like EX "How Shall I Cook You?", this move became a reversal in 3.20 with the addition of invulnerability frames, upgrading this move to arguably Byakuya's best reversal.

Completely invincible frames 1~9
Strike and projectile invincible frames 10~38

Infinite Worth EXS

Endless Nightmare

Bya IWEXS.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3614 1+14 6 47 -26 - HLA Strike

Standard anime IWEXS, need to have 200% meter and less than 30% health. Since Byakuya got invincibility for his other specials, this isn't a vital reversal option anymore, but it's higher damage and fast startup can still make this a worthwhile move.

Completely invincible frames 1~26


Byakuya's pressure and setplay becomes more oppressive once the opponent is in the corner, and landing web hits steals the opponent's GRD. Thus, aside from raw damage, the more corner carry and web hits you can deal in a combo the better. Additionally, as a major part of Byakuya's setplay revolves around 623C, you will also need to keep track of when the combo route you are choosing will let you combo into 623C, if at all.

As you learn more optimal combos, they will generally be optimized for specific aspects by sacrificing some of these other aspects. Be conscious of the trade-offs you make between damage, corner carry, web hits, and 623C oki, and apply them properly to your given situation.

Universal route off ground A/B/C starters

2A (5B) 2B 2C 236A~delay4A 66B 236A~6A6A (623C)

  • Mission 3-1. A basic starting point for people trying out the Byakuya life to see if it's right for them. Lets you get used to rekka-into-web combos, the recovery timing after a web set, and playing around with 623C oki when you have the meter.

2A (5B) 2B 2C 236A~delay4A 66B 236A~4AAA 2C 236A~4AAA
2A (5B) 2B 2C 236A~delay4A 66B 236A~4AAA 2C 236A 623C

  • A harder variation to the above, with more web hits and more corner carry.
  • Take this opportunity to grind the fastest timing of 236A~4AAA into your muscle memory. You will absolutely need it for many of Byakuya's better combos.

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

  • Probably the best general use combo route; 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 236A~4ABB JA(whiff), 66B 236A~6A6A

  • 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 236B~4AAA 2C 236A~6A6A

  • 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 236X etc.

  • Pretty much just continue with the 236X portion of your preferred combo here.

66C(8) 214BAA/214CAA 2B 236A~4AAA 2C 236A~4AAA

  • Must cancel before last hit. If last hit connects, opponent will wallbounce and the web will miss unless the opponent was already cornered.
  • Choose 214B or 214C depending on the spacing. If the opponent is too close and you use 214C, you may get an accidental sideswap.

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 after 623C:

Corner 623C > dash-through 214BBD TK j.214BB

  • The standard three-web corner setup.
  • 623C used in the corner places Byakuya behind the opponent and the dash is required to get the opponent back into the corner.
  • The TK j.214BB allows Byakuya to set the third web and safely jump out of the corner before the opponent wakes up.
  • Timing is rather tight to finish the setup and also have time to threaten with optional meaty pressure, learning the dash timing and fastest cancel timings for web followups is important.

Corner 623C > TK j.214B 214B

  • Sets two webs instead of three but is easier to execute than the above setup. Also, the TK is done at the start, so an execution error with the TK will give you enough time to leave the corner anyway.
  • Does not require a dash because doing the TK j.214B floats you out before setting the grounded web.

Midscreen 623C > TK j.214BBD 214A

  • Sets three webs behind the opponent and locks them in place not allowing them to tech backwards out of web placements.

Midscreen 623C > jump forwards j.214BBD 214A

  • Looks visually similar to the standard three-web corner setup, but far less effective due to the opponent being able to back-tech out of all of it. Listing this only to explain why to not use this setup.

Midscreen 623C > 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.

Corner 623C > 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.

Corner 623C > 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.

Combo Resources


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
Spurt of Blood Deep Azalea Madness Glow Attack of the Orange Gletscher Satchel
Plague Soleil Creeping Villain Tricolor Trooper Rose Thorn Norland Sibling

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