Under Night In-Birth/UNIST/Eltnum
This character page is for an outdated version of the game (UNIST). To see Eltnum's character page for the latest version (UNICLR), click here.
She slaughters. The path she carved for herself, and those who follow in it. The potential
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Videos
- 9 Colors
- 10 External Links
A mysterious girl who is said to have saved a city from a dark vampire, once upon a time… At least, in appearance. Aside from the fact that she calls herself “Eltnum”, no one knows anything about this character. She suddenly appeared in the dark night, and then returned to darkness equally as fast, earning her the title of “Wanderer”. The Night of a city, which she claims to be her territory. It has become her mission to educate the young rookies in the strict ways of her industry.
Eltnum is a very well-rounded character with amazing tools for almost any situation, but she really excels in staying in your face and laying down continuous pressure. With her 5/2A whiff cancel vorpal trait, it's extremely scary trying to challenge her. She can also threaten neutral from practically any distance with her normals and gun shots. Even on defense, her kit includes metered/meterless reversals, decent anti-assault/throw OSs, and 5 frame A buttons.
As amazing as she is, she can still have trouble. Outside of mid to close range, her moves are slow to start up and can leave her to be a sitting duck if blocked or whiffed. Her pressure also requires a lot of creativity in order to break patient player's defenses, especially against proper shielding.
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
- Can air throw.
- Has 13 bullets indicated by a gauge below Eltnum's health bar.
- When using gun moves, bullets are consumed.
- When reloading bullets by either by command or consuming all bullets, a reload gauge appears below the bullet gauge.
- If a button press is timed properly in the white area of the reload gauge, bullets reloaded will become purple which have enhanced properties.
- 2A/5A can be cancelled on whiff.
- Moves that are special cancellable can be cancelled into backdash.
|Frame Data Help|
|Damage||Damage done by this attack.|
(x) denotes combined damage
[x] denotes minimum damage
|Guard||The way this move must be blocked.|
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
|Cancel||Actions this move can be canceled into.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|Property||Special properties this move has. Click on the property to navigate to an explanation.|
|Cost||The resources this move costs to use.|
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
|Attribute||Attributes of the attack. Mostly used in situations involving invul.|
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
|Startup||Frame when the first hitbox is present.|
+ denotes the frames before and after super flash.
|Active||The amount of frames that this move will have a hitbox.|
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
|Recovery||Frames that this move has after the active frames if not canceled.|
|Overall||Frames that this move takes from start to finish before the character returns to neutral.|
|Advantage||The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).|
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
|Invul||The frames where this move cannot be hit by an attribute.|
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible
Hollow Point (EX)
Hollow Point (Increase)
|Hollow Point (Increase)
Infinite Worth EXS
|Tri Hermes Blackland
Customization Unlocks (2000 IP Each)
- Eltnum Primer by Tensei and KFL