Under Night In-Birth/UNIST/Phonon
She wishes. For the paranormal ability from the deepest
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Supers
- 8 Videos
- 9 Colors
- 10 External Links
Having a strong sense of power, Phonon leaves the EFG, a student self-defense force known for their strict rules, so she can use her powers more freely. Her behaviour is not unlike a normal student's, going through a sensitive stage and wanting to find their "true self" amid the exhaustion of daily life. She believes her In-Birth powers are proof of awakening to her true self. As such, she uses her power against other under the darkness of night. Little does she know that there is someone else who also moves shadows who knows her "false self" from before she awoke.
Might as well use this awakened manga hero power to its fullest.
Phonon boasts some great ranged normals that insure her dominance over her part of the screen, as her strings can vacuum the opponent up and corner carry them. Once there, the opponent can have a hard time poking out or fending off her assault. On the downside, her defense is a bit lacking, and she has a somewhat iffy air-to-ground/ground-to-air game.
|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|
- Force Function startup decreased.
- Force Function head invul occurs earlier.
|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- = 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.|
(x) denotes recovery frames when landing.
|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.
|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
Infinite Worth EXS
Customization Unlocks (2000 IP Each)