Under Night In-Birth/UNIST/Phonon

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Phonon

Introduction

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.

Story

A high school student who was bitten by a Void, but was rescued by a vigilante group of In-Births from her school who have a non-aggression policy and try to be responsible with their powers, who gives her a snake that acts as a whip called Moony. She joins them for a month, but ditches them after a month to try out her newfound abilities for herself. She also decides to "reinvent" herself to help find her identity, so she talks like an S&M queen.

...Makes sense to her.

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

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.

Move List

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

Startup includes the first active frame.

Normal Moves

5A
PO 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 6 2 13 -3 Sp,Ex,Cs HL Strike

Quick whip strike. Decent range for a 5A, but sees most of its use in Reverse Beats.


2A
PO 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
150 5 2 14 -4 Se,Sp,Ex,Cs L Foot

Phonon's fastest normal. Mostly used against opponents on wake-up.


5B
PO 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
480 10 3 18 -5 Sp,Ex,Cs HL Strike

Moves Phonon forward slightly. Has a followup.


2B
PO 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
490 9 3 18 -5 Sp,Ex,Cs HL Foot

Slightly faster than 5B and does a little more damage. Not a low, but has slightly more range.


5C
PO 5C 1.png
PO 5C 2.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
570,690 12 4(9)3 15 -2 Sp,Ex,Cs HL,L Strike

Very useful normal, crops up very often. First hit is mid, second hit is low and will launch the opponent if it connects.


5[C]
PO 5C 2.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
570,710 12,32 4(16)3 17 -2 Sp,Ex,Cs HL,L Strike

First hit is the same. Second hit gains a small bit of horizontal range and vacuums the opponent slightly. Used a lot as it has more damage on hit, and acts as a frame-trap for opponents who think they can mash out.


2C
PO 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
600 11 4 21 -7 Sp,Ex,Cs L Foot

Standard sweep. Hits low and knocks down.


j.A
PO JA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 4 X+2 Varies Sp,Ex,Cs H/AS Head

Hitbox extends low enough that it will hit an opponent from the peak of an Assault. Can continue to combo in this case with Chain Shift.


j.B
PO JB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 10 2 X+3 Varies Sp,Ex,Cs H/AS Head

OK air-to-ground thanks to its angle, but nothing really stellar in comparison to Phonon's other normals.


j.C
PO JC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
590 13 4 X+4 Varies Sp,Ex,Cs H/AS Head

Most damaging Assault starter, but it can be hard to judge where it will hit off of a regular jump thanks to its angle.


j.[C]
PO JC CHARGED 1.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
750 20 4 X+4 Varies Sp,Ex,Cs H/AS Head

Floats Phonon upwards slightly. Reaches very far, and is used for approaches, as it can be used without getting into unsafe range. Common combo tool. Will launch a grounded opponent. Hope you don't get this shielded.


Command Normals

5BB
PO 5BB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
480 12 4 19 -5 Sp,Ex,Cs HL Strike

Launches and vacuums opponent slightly. Can be used even if 5B whiffs.


4B
PO 4B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
480 15 2 35 -19 Sp,Ex,Cs HL Strike

Primary launcher when used in combos.


3C
PO 3C 1.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
600 17 10 22 -14 Sp,Ex,Cs L Foot

Arguably Phonon's most notorious normal, a slower sweep that covers a large portion of the screen.


j.2B
PO J2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
320 8 4 - Varies Sp,Ex,Cs H/AS Head

Just as fast as j.A, but Phonon bounces off and flips over the opponent's head on block or hit.


j.2[B]
PO J2C CHARGED 2.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 15 3 - Varies Sp,Ex,Cs H/AS Head

Ground bounces on hit. Often used after j.[C] in combos.


j.4B
PO j4B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
470 10 2 - Varies Sp,Ex,Cs H/AS Strike

Used in sideswap combos. Must be input in the direction Phonon is originally facing.


Dash Normals

66B
PO 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
749 14 4(4)6 22 -9 Sp,Ex,Cs HL Strike

Double kick that launches, leaves Phonon in the air for a bit (which means special canceling this will use her air specials). Has anti-air frames, but the angle it goes at makes it worthless against most air approaches. Mostly used as combo filler.

Foot invincible frames 9~13
Head invincible frames 20~27


66[B]
PO 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
840 30 6 30 -18 Sp,Ex,Cs H Strike

Slow, techable overhead. Still leaves Phonon airborne for a bit. This can be really nasty for opponents to deal with on wake-up, but shields will invalidate your cancel options, so be sure to use this in Vorpal.

Foot invincible frames 9~13
Head invincible frames 28~35


66C
UNIST Phonon 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
540 12 6 24 -9 Sp,Ex,Cs HL Strike

Often used when going from air to ground in combos. Freezes opponent slightly before wallbouncing.


Universal Mechanics

Impulse
B+C
PO BC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1122 Normal: 17
Vorpal: 13
9(6)5 19 -6 Sp,Ex,Cs HL Strike

Phonon spins her whip over her head and follows up with a ground strike that crumples the opponent. All hits are mid. Vorpal decreases the startup by 4 frames. Head invuln gives it use as a fairly slow anti-air.

(Normal) Head invincible frames 10~25
(Vorpal) Head invincible frames 7~21


Impulse(charged)
[B+C]
PO BC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1850 17(VP 13) 27(5)5 19 -6 Sp,Ex,Cs HL Strike

Charged version adds more of the spinning whip hits and more head invuln. Mostly used in combos.

(Normal) Head invincible frames 10~43
(Vorpal) Head invincible frames 7~39


Throw
A+D
PO THROW WHIFF.png
Throw whiffs
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1635 4 1 22 - - UNB Throw

Phonon strangles the opponent with her whip then kicks them away.


Guard Thrust
214D
GUARD 1.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

Uses the same backhanded slap animation as throw break.

Completely invincible frames 1~12


Veil Off
A+B+C
PO VEIL OFF.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 69th 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

Affliction
236X
PO 236A.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 800 18 - - -2 Ex,Cs HLA Projectile

Pretty meh projectile. Useful if you don't want to commit to 3C, or to cover a possible approach. The A version happens and travels slower.

B 800 14 - - -8 Ex,Cs HLA Projectile

The waves now move faster than the A version. More of a proper zoning projectile now.

EX 1560 1+8 - - +18 CS HLA Projectile

Freezes the opponent on hit, but not as long as the charged versions. If you really need to use it for damage or to cover for hitstun scaling.

Throw invincible frames 1~3


Affliction (charged)
236[X]
PO 236A.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
[A] 928 25 - - +1 Ex,Cs HLA Projectile

Charging these specials turns them into some truly fantastic projectiles. They grant more blockstun on block, they freeze the opponent on hit, and they're useful anywhere on the screen. Why should you not implement them?.

[B] 1206 21 - - -5 Ex,Cs HLA Projectile

Much like the uncharged versions, the B variant is faster than the A variant, but less safe on block. Used for longer ranges.


Affliction (air)
j.236X
PO 236 AIR 1.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 800 16 - - -15 Ex,Cs HLA Projectile

The projectile goes down at a steep angle. Phonon retains her momentum from whatever air movement she was doing before. Mostly used for zoning.

B 800 16 - - +6 Ex,Cs HLA Projectile

Goes at a faster speed, and Phonon falls forward, which helps her pick up a combo. A bit more utility.

EX 1560 1+7 - - +28 Cs HLA Projectile

Guarantees advantage on hit or block. Again, a bit more niche than just using the normal versions.


Guidance Ascension
623X
PILLAR A.png
A Variation
PILLAR B.png
B Variation
PILLAR 3 2.png
EX Variation
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1224 9 12 27 -8 Ex,Cs HL Projectile

Pretty good reactionary anti-air against any kind of air attack, but it covers a pretty small horizontal space, and can get baited by out projectiles. Still far and away your best option.

Head and Air Strike invincble frames 5~15

B 1314 11 12 27 -8 Cs HL Projectile

Retains anti-ar frames, but the pillar of light appears far away, so it loses its functionality as an anti-air. More of a spacing tool, and actually pretty good at round start.

Head and Air Attack Strike frames 7~17

EX 1921 1+8 12 42 -19 Cs HL Projectile

A reversal that covers a lot of space around Phonon. Useful in a pinch.

Completely invincble frames 1~15


Rhythmic Satisfaction
214X
REKKA 1.png
REKKA 2.png
REKKA 3.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 450 12 6 24 -5 Ex,Cs HL Strike
+4A 605, 1045 11 4(14)5 33 -16 Ex,Cs HL Strike

Puts the opponent on the ground right in front of Phonon. Standard combo ender.

B 450 10 6 29 -10 Ex,Cs HL Strike

Head and Air Attack invincible frames 7~15

+4B 605, 1045 10 4(14)5 31 -14 Ex,Cs HL Strike

Covers much more space than the A version. Launches the opponent away full-screen. Can be good for a combo ender that creates space, but the A variant is used more often. The first hit can also serve as an anti-air.

EX 1917 1+8 6(12)5(9)4(11)5(14)5 44 -24 CS HL Strike

Phonon whips you real good. Used to tack on some more damage at the end for some meter. Has the distinction of being one of the few EX moves that is Chain Shift cancelable on block, but that situation is probably never going to apply to you unless you really screw up a read.

Throw invincible frames 1~3


Restraint
22X
PO HOP A.png
A variation
PO HOP B.png
B variation
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1203 25 12 29 -28 Ex,Cs HL Projectile

Phonon hops in the air smashes the ground. Combo extender, really. Cancels into the air version of 'Affliction'.

Throw invincible frames 1~7

B 1435 28 14 29 -15 Ex,Cs HL Projectile

Hits farther away than A variant. Can catch opponents doing shenanigans, but otherwise same function.

Throw invincible frames 1~10

EX 1951 1+22 12 30 -16 CS H Projectile

The best version. First two hits are overhead, and it's still cancelable.

Throw invincible frames 1~6


Infinite Worth

Binding Beatitude
41236D
PO IW 1.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3133 1+12 8(27)3(4)13 30 -22 - HL Strike

Unreal Whip Things.

Completely invincible frames 1~31
Strike and projectile invincible frames 32~59


Infinite Worth EXS

Utter Servitude
完全征服サービチュード

A+B+C+D
EXS 1.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3760 15 6 47 -25 - HLA Strike

Desperation Super. Causes GRD break unless the player is in Vorpal.

Completely invincible frames 1~26


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

Colors

Snake Keeper Purple Pain Emerald Seaserpent Sugar Lightning Rosaceous Naga
Phonon-1.png
Phonon-2.png
Phonon-3.png
Phonon-4.png
Phonon-5.png
Green Thorn Navy Lindworm Aiatar's Forest Fafnir Rouge Goddess Underworld
Phonon-6.png
Phonon-7.png
Phonon-8.png
Phonon-9.png
Phonon-10.png
Twilight Nidhoggur Cutie Quetzalcoatl Lahamu Cherry Lamia Amethyst Ladon Brown
Phonon-11.png
Phonon-12.png
Phonon-13.png
Phonon-14.png
Phonon-15.png
Wish of Melusine Brilliant Leviathan Egger Aitvaras Kukulkan Green Sunburned Itzama
Phonon-16.png
Phonon-17.png
Phonon-18.png
Phonon-19.png
Phonon-20.png
Tiny Midgard Hydra Swamp Punane Pisuhand Blame Vouivre Azzurro Amphisbaena
Phonon-21.png
Phonon-22.png
Phonon-23.png
Phonon-24.png
Phonon-25.png
Blessed Itzanma Ouroboros Hue Red Castle Coatlicue Harvest Hoydenish Breeze
Phonon-26.png
Phonon-27.png
Phonon-28.png
Phonon-29.png
Phonon-30.png
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsOffense/DefenseGlossaryHUDPatch NotesSystem

Characters

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