Grasp Under Night In-Birth Exe:Late[cl-r] fundamentals with easy-to-execute Bread and Butter (BnB) combos for every character to improve your damage output.
Welcome, new In-Birth! Mastering combos is crucial for success in Under Night In-Birth Exe:Late[cl-r]. This section will guide you through fundamental combos, often referred to as "Bread and Butter" (BnB) combos, that are essential for every character. These combos are designed for reliability, decent damage, and ease of execution, making them perfect for beginners to practice and incorporate into their gameplay.
Understanding Combo Notation
Before diving into specific combos, let's briefly explain the notation used:
- Numbers (1-9): Represent joystick/D-pad directions. Imagine a numpad:
- 7 8 9 (Up-back, Up, Up-forward)
- 4 5 6 (Back, Neutral, Forward)
- 1 2 3 (Down-back, Down, Down-forward)
- Letters (A, B, C): Represent attack buttons:
- A: Light Attack
- B: Medium Attack
- C: Heavy Attack
- D: EXS button (often used for special actions or Chain Shift)
- j.: Indicates an air move (e.g., j.A for jumping Light Attack)
- [ ] : Hold the button (e.g., [C] for holding Heavy Attack)
- > : Cancel into the next move
- ~ : Link to the next move (slight pause or timing required)
- 236A/B/C: Quarter-circle forward + Attack (e.g., 236A is Down, Down-forward, Forward + Light Attack)
- 623A/B/C: Dragon Punch motion + Attack (e.g., 623B is Forward, Down, Down-forward + Medium Attack)
- IW: Infinite Worth (Super attack, requires 100 EXS)
- IWEX: Infinite Worth EXS (Stronger Super attack, requires 200 EXS)
General BnB Principles
Most characters in UNICLR follow a similar combo structure. Understanding these principles will help you adapt to different characters and create your own basic combos:
- Starter: Usually a quick light or medium attack (e.g., 5A, 2B) to confirm a hit.
- Auto-Combo (Smart Steer): Pressing the same attack button multiple times (e.g., 5AAAA) often leads to a short, easy combo. This is a great starting point.
- Gatling Combination: Canceling a lighter attack into a heavier one (e.g., 5A > 5B > 5C).
- Special Cancel: Canceling a normal attack into a special move (e.g., 5C > 236A).
- Launcher/Air Combo: Using a move that sends the opponent airborne (often 2C or a specific special move), then following up with air normals (j.A > j.B > j.C).
- Finisher: Ending the combo with a powerful special move, EX special, or an Infinite Worth for maximum damage.
Universal Beginner Combo (Smart Steer Focus)
This combo uses the Smart Steer system, making it incredibly easy to execute for any character. While not optimal for damage, it's excellent for confirming hits and getting comfortable with the game's flow.
- Ground Hit Confirm: 5AAAA (Press Light Attack four times)
- Special Cancel: > 236C (Quarter-circle forward + Heavy Attack)
Walkthrough:
- Start by pressing the Light Attack button (A) four times in quick succession. Your character will perform a short auto-combo.
- Immediately after the fourth A attack connects, input 236C. This will cancel the auto-combo into an EX special move, providing a knockdown and decent damage.
Intermediate BnB (Character-Specific Example: Hyde)
Let's take Hyde, the game's protagonist, as an example for a slightly more advanced, yet still beginner-friendly, BnB. This combo introduces Gatlings and a basic air sequence.
Combo: 5B > 5C > 2C > j.B > j.C > j.214B
Walkthrough:
- Ground Starter: Begin with 5B (standing Medium Attack). This is a good neutral poke.
- Gatling into Heavy: Immediately cancel 5B into 5C (standing Heavy Attack).
- Launcher: Cancel 5C into 2C (crouching Heavy Attack). This move launches the opponent into the air.
- Jump Cancel: As soon as 2C hits and the opponent is airborne, immediately jump forward (9).
- Air Normals: While in the air, input j.B (jumping Medium Attack) followed by j.C (jumping Heavy Attack).
- Air Finisher: Cancel j.C into j.214B (air Quarter-circle back + Medium Attack - Hyde's "Black Orbiter"). This will knock the opponent down, allowing for potential oki (wake-up pressure).
Corner BnB (Utilizing Wall Bounce)
Corner combos often allow for extended sequences due to wall bounces. Here's a general concept, again using Hyde as an example, that you can adapt.
Combo: 5B > 5C > 236C (wall bounce) > 66 (dash) > 5B > 214B
Walkthrough:
- Corner Starter: Begin with 5B (standing Medium Attack).
- Gatling into Heavy: Cancel 5B into 5C (standing Heavy Attack).
- Wall Bounce Special: Cancel 5C into 236C (EX "Void Red"). This move will cause a wall bounce when the opponent is in the corner.
- Dash Follow-up: As the opponent bounces off the wall, quickly input 66 (dash forward) to close the distance.
- Ground Re-HIt: Immediately after dashing, hit with 5B (standing Medium Attack).
- Finisher: Cancel 5B into 214B (Quarter-circle back + Medium Attack - Hyde's "Dark Lotus"). This will end the combo with a knockdown.
Remember, practice is key! Head into Training Mode, set the dummy to "Guard All" or "Counter Attack" to simulate real match conditions, and drill these combos until you can execute them consistently. As you get more comfortable, you can start exploring more advanced options and character-specific nuances.
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