Uniclr Tier List – Best Characters

Home ยป Uniclr Tier List – Best Characters

Discover our fresh Uniclr tier list: ranking characters from best to worst, factoring in all aspects. We follow the meta and updates.

We’re here with the Uniclr Tier List on this topic. The game was released for SP and Nintendo on Feb 20, 2020, and for PC on Mar 27, 2020. There are more than 20 characters in the game. Players were curious about the strongest among them and were requesting it from us. After extensive research and dialogues with players, we created this tier list.

Uniclr Tier List

Before we start our Uniclr Tier List, there are a few more things we’d like to mention! Are you ready to be the best? If so, read this article very carefully. You can also find the characteristics of the characters below our table!





Uniclr Best Characters and Best Combo



  • Gordeau’s got the aerial game on lock. Whether it’s Grim Reaper, 214B, Force Function, j.214A, or 2C, he’s covering every nook and cranny of the airspace in front of him. Jumping at him? Good luck with that.
  • And when it comes to reach, Gordeau’s buttons are like the giants of UNI. His 5C, 236A, 623B, FF, and 3C are not just big; they’re huge. Combine that with his slick backdash, and he’s dancing around with those buttons like a pro.
  • Gordeau doesn’t just hit hard; he messes with your head. Plus on block moves, a grab leading to combos from anywhere, and a cheeky command grab stealing GRD. It’s pressure city, and Gordeau’s the mayor.
  • Consistency is the name of the game for Gord. His combos are easy-peasy, and he’s swiping GRD from opponents like it’s his job.


  • Size matters, but in Gordeau’s case, it slows him down. His buttons take their sweet time to start up and recover. Don’t get too attached to 236A; it’s easily shielded.
  • Gordeau’s not the quickest on the draw. No 5-frame normals or meterless reversals for him. Sure, he’s got some metered options, but it’s not the same.
  • Need for speed? Gordeau’s dash is a bit below the average pace. Catching up might take a moment.
  • And when it comes to anti-air option selects, Gordeau’s a bit lacking in that department. Watch those skies a little more closely.


  • Combo: 5A > 5B > 2B > 5C > 3C > 236A x 2 > 2C > charged J.C > 3C > 236A x 3
  • Damage: 3167
  • Cost: None
  • Meter Gain: +62.35
  • Location: Anywhere



  1. Cannot Be Counterhit!
  2. Versatility: Vatista leverages Si Deus Fragmentum ‘Gems,’ expansive normals such as 5A, 5C, and 2C, a potent Flashkick, and a variety of projectiles for exceptional space control across all ranges.
  3. Oppressive Pressure: Gems enable reversal-safe okizeme from any starter, accompanied by tricky pressure. This becomes even more formidable when combined with partitioning B Drills for high/low mixups.
  4. Snowball Potential: Vatista delivers remarkable metered damage, and her pressure and mixup options become overwhelming once her opponent is cornered.
  5. Adorable Voicelines.


  1. Execution: Vatista presents a steep learning curve and a virtually limitless skill ceiling due to unorthodox charge specials and negative edge. Executing her gameplan and combos demands a significant amount of practice.
  2. Committal: Vatista’s strings suffer from reduced flexibility due to the commitment of charge, making her susceptible against characters who control mid/long range, such as Yuzuriha, Merkava, Hilda, and Chaos.
  3. Poor OS Coverage: Lack of a safe anti-air OS without Chain Shift, and the Flashkick charge makes 171AD extremely unforgiving to input.
  4. Eats a lot and sleeps too much.


  • 5A > 2C > 5B > j[B] > [8]2A > 2[C] > 2]B[Gem] > 2[A] > 2B Detonate > 2]C[Gem] > walk > 2C > [6]4B Detonate > 2BBB > 2]A[Gem]
    • Damage: 3045 (3338)
    • Cost:
    • Meter Gain:
    • Location: Anywhere

An outstanding high-proration starter combo for Vatista, and it might as well serve as a replacement for her 4-1 Veteran Mission Mode combo, which was previously recommended for new Vatista players. This is your go-to bread-and-butter combo in UNIclr and can be executed from any starter that doesn’t use one of your bounces or start with Si Deus Fragmentum.

It’s worth noting that you don’t have to hold the exact buttons as notated – some players prefer to hold [8]2[A] instead of j[B], for example. Use what you are most comfortable with!



  • Phonon’s Pressure Game: It’s in a league of its own. With an impressive range and stagger windows on most buttons, combined with potent projectiles, challenging her pressure is like trying to navigate a maze blindfolded. Her throw game is top-notch, offering high frame advantage and substantial damage. The bag of tricks she brings, including a fast overhead with resources and cross-ups with j.4B, makes Phonon’s toolkit one of the most suffocating in Uni.
  • Air Dominance: Phonon rules the skies. She boasts extra air mobility, formidable air fireballs, and enormous air normals, giving her a powerful presence above ground.
  • Flexible Hit-Confirms: Phonon’s got the whole package. Above-average damage, fantastic metered combo enders, and the ability to convert nearly any hit into a full combo without breaking a sweat. She can effortlessly strip vorpal with VO and rarely needs to dip into extra resources for it.
  • Stabilizers Extraordinaire: Vacuum and pushback normals make Phonon the puppet master, dictating her opponent’s position with finesse.


  • Shield Dilemma: When low on resources, Phonon struggles to threaten opponents who decide to turtle up. Her options beyond throw and knowledge checks are limited, easily bleeding away GRD and risking vorpal loss with careless pressure.
  • Anti-Air Hiccups: Phonon’s anti-airs have a bit of a learning curve. Slow startups and wonky hitboxes can throw a wrench in reactive/defensive plays or throw OS attempts.
  • Pressure Problems: No meterless reversal and a lack of 5F normals make shaking off relentless pressure a challenging task for Phonon.
  • Grounded Turtle: Phonon’s ground movement is no star player. An extremely lackluster backdash and slow walkspeed make playing the traditional whiff-punish game a bit of a struggle.
  • Plus Frames Drought: Phonon faces a shortage of sources for plus-frames that don’t leave wide, challengeable gaps. It’s not always easy to find an advantage without risking a counterattack.


Combo 1:

  • Damage: 2507
  • Cost: Vorpal
  • Meter Gain: 39.87
  • Location: Anywhere
  • Description: Simple assault j.A instant overhead route. Refer to notes in the first combo about dl.2C and omitting 5[C] in the corner.

Combo 2:

  • Damage: 2931
  • Cost: 0
  • Meter Gain: 63.81
  • Location: Anywhere
  • Description: Simple assault j.C route. Refer to notes in the first combo about dl.2C and omitting 5[C] in the corner.

Combo 3:

  • Damage: 2861
  • Cost: 0
  • Meter Gain: 52.30
  • Location: Midscreen
  • Description: Low damage but excellent corner carry. You can replace 214AA with 6FF-B to go even further or replace the second 66C with 2C for more damage.

Combo 4:

  • Damage: 3355
  • Cost: 0
  • Meter Gain: 63.94
  • Location: Anywhere
  • Description: A great all-around option. Works off most starting normals. If started with 5A/2A, add a B or C normal before the 4B. Does slightly less damage off some starters but useful at longer ranges since 4B pulls them into the combo. If very close to the corner, neutral or back jump may be needed for 5[C] to connect.

Combo 5:

  • Damage: 3226
  • Cost: 0
  • Meter Gain: 63.97
  • Location: Anywhere
  • Description: Another great all-around option. Works off most starting normals, close to optimal off 5A/2A (damage/meter numbers represent a 2A starter). Requires a slight delay between 3C and 2C, but the window is generous.



  • Great Pressure:
    • Large cancel windows on sizable buttons make mashing against Byakuya a risky venture.
    • A robust throw game allows Byakuya to bait option selects and punish effectively.
    • Webs inflict significant chip damage and open up combo opportunities from throws.
  • Remarkable Neutral Options:
    • Byakuya’s normals boast impressive range for their speed, establishing dominance at midrange.
    • The swift 66B low move catches opponents off guard, especially those attempting to retreat in neutral.
  • Very Strong Corner Game:
    • Solid corner carry and effortless sideswaps set the stage for potent oki (oki = wake-up pressure) and mix-up opportunities.
  • Good CS and Metered Tools:
    • Chain Shift extends pressure and enhances mix-ups.
    • The invincible, fast, and horizontal 236C provides Byakuya the ability to interrupt sequences that many other characters cannot.
  • Good For Beginners:
    • Byakuya is beginner-friendly, offering an excellent entry point to the game.
    • Learning Byakuya encourages a solid understanding of UNI’s pressure dynamics and rewards fundamental gameplay.


  • Limited Defense Without Meter:
    • Lack of a meterless reversal or a 5-frame normal makes it challenging to escape certain pressure situations.
  • Requires Strong Match-Up Knowledge:
    • Struggles against opponents with good projectiles or superior range, demanding patience in specific matchups.
  • Unreliable Reversal:
    • Byakuya’s only metered reversal, 236C, can be inconsistent and frequently misses.
  • Difficulty Contesting The Air:
    • While 3C serves as a potent anti-air with combo potential, it suffers from slow startup and relatively late head invulnerability frames.
    • Air normals are subpar for challenging opponents horizontally, leading to difficulties against jump-ins.
  • Exploitable Pressure Tools:
    • Lack of plus EX moves means no guaranteed extension of pressure after committing to specials.
    • Certain pressure tools, like 236a~4a on block, can be easily punished.
    • The command grab has a slow startup (33 frames for A, 35 frames for B), making it susceptible to well-timed counters.


  • Combo: 2A 2B 2C 236Adl.4A 66B 236A4AAA 66B 236A6A6A
    • Damage: 2354 (2569)
    • Cost:
    • Meter Gain: 50.01
    • Location: Anywhere
    • Mission 3-1: A solid day one combo that’s effective from any normal starter (including assault j.C and 2AAA). It provides decent corner carry, allows for metered enders, and supports side switching. Press A again after the first 236A4A and continue with 2C (i.e., 2A 2B 2C 236Adl.4A~A dl.2C 236A, etc).
  • Combo: 2A 2A 2C 236B6Bdl.4AA land j.2[C] j.214BBB j.A(whiff) 66B 236A6A~6A
    • Damage: 2545 (2780)
    • Cost:
    • Meter Gain: 55.09
    • Location: Anywhere
    • Mission 4-1: A reliable go-to combo. Use this when uncertain about the starter.
  • Combo: 2B 2C 236B6B4A 5B 3C j.B j.2C j.C 66B 236A4AAA 2C 236A6A~6A (623C)
    • Damage: 3096 [3513] (3385 [3843])
    • Cost: 0 [100 EXS]
    • Meter Gain: 73.18
    • Location: Anywhere
    • Mission 4-2: A variation with a few normals swapped. It’s the preferred route for B button or stronger starters. Precision is crucial, with small delays in various places; check the FAQ or demo in mission mode for guidance.
  • Combo: 4AD (web hit) 3C j.2C j.C 2C 236A4AAA 66B 236A6A~6A (623C)
    • Damage: 2686 [3019] (2946 [3312])
    • Cost: 0 [100 EXS]
    • Meter Gain: 55.39
    • Location: Anywhere



  1. Zoning Queen: Hilda boasts an extensive set of long-range normals that effectively cover most of the screen. Her fullscreen, tracking anti-air is especially potent at close ranges. Beyond half the screen, her framedata becomes nearly uncontestable.
  2. Mixups: Hilda excels in delivering long-range highs and lows, punishing shielding and dash-blocking. She can also initiate projectile okizeme, setting the stage for genuine 50/50 setplay from nearly any successful hit.
  3. Unique Defense: Hilda possesses a diverse range of defensive options, tailored to different situations.
  4. Meter Efficiency: Hilda stands out for achieving the most meter-efficient damage in the game.


  1. No Reversals: None of Hilda’s defensive options offer frame 1 invulnerability, except for universal mechanics like Veil Off, Guard Thrust, and Infinite Worth. Notably, she possesses the most powerful follow-up to landing a Veil Off in the game.
  2. String Issues: Hilda’s far-reaching attacks come with deadzones and substantial whiff recovery. She is notably vulnerable to characters wielding large invulnerable attacks capable of interrupting her strings.
  3. Frame Advantage: Actual plus frames for Hilda often come at the cost of meter or involve significant risk.
  4. Shield: Hilda lacks a means to harshly punish green Shields up close.
  5. GRD Management: Balancing zoning and Concentration is crucial for Hilda to avoid bleeding GRD.


  • 2A 5B 2CC 22A~[B] 3CC ]B[
    • Location: Anywhere
    • Beginner’s BnB to practice charging ]B[ during the combo.
    • Start holding B during 22A, cancel 3CC into ]B[ release.
  • 2A 5B 2CC 623A~[B] 5CC 22A 3CC ]B[
    • Location: Anywhere
    • The 623A extension is widely used and is vital to learn.

Tier Ranking Criteria

  • T0: This is the highest tier in a tier list, reserved for the most powerful or effective options in the game. Characters or strategies in this tier are considered to be essential picks for competitive play and are often banned in tournaments.
  • T1: This tier is just below T0-tier and includes characters or strategies that are still very strong and effective, but not quite as dominant as those in the T0-tier.
  • T2: This tier includes characters or strategies that are considered to be average or balanced in terms of their strength and effectiveness. They may have some strengths and weaknesses, but they are not as dominant as those in the higher tiers.
  • T3: This is the lowest tier in a tier list, reserved for the weakest or least effective options in the game. Characters or strategies in this tier are often considered to be inferior to other options and may be rarely used in competitive play.