Under Night In-birth Exe:Late |OT| Under Night In-America

I don't understand how you're supposed to approach the system mechanics properly. It feels like you can get a lot from shielding during blockstrings (and if you guess right you can end their blockstring with more frame advantage), but green shielding puts you at so much potential risk. It seems too good to ignore though. :<
 
After some delays and public holidays getting in the way my copy is finally here.

I'm so happy.

I can't wait to play as everyone then finally decide on a main and get murdered online.
 
I have a feeling Carmine would have been god tier if he didn't hurt himself or the other 3 characters didnt have silly huge normals
 
Really fun game so far. I've just been messing around with Hyde and Seth so far, but I really like they both play. Still really bad at the game, but I'm slowly learning lol. Gonna try out Yuzu and Orie next.

If anyone wants to play, just let me know if you want to beat me up :P
 
I don't understand how you're supposed to approach the system mechanics properly. It feels like you can get a lot from shielding during blockstrings (and if you guess right you can end their blockstring with more frame advantage), but green shielding puts you at so much potential risk. It seems too good to ignore though. :<

You eventually get a feel for it. If your opponent has a habit of always doing an aerial, you should shield it since it can be a free punish.
If you're fullscreen and there's a projectile, I'll usually shield for the GRD.

On blockstrings, you sort of have to read or see how they do pressure. If Eltnum is doing something like 2C into 5A whiff, you'll want to shield 2C and recover faster. With the distance she's at now, you're a bit safer from not getting grabbed. But don't hold shield afterwards because opponents could 6D into quick overhead.

If she's up close doing 2B > 2A or something, it's a little risky in case she reacts and goes for a throw. I'll maybe risk to shield one hit or so, but nothing too much.
 
Yo it's ya boy 2CHAINSHIFTZ. Pete (of MeltyDB, if you've ever seen that) put together a resource that's a resource for videos and streams for UNIEL, chainshift.com. The video database seems thorough enough, and allows to search by character, player (romanized), and filter by arcade RIP. It's like the Horibuna site, except there are a lot more Youtube videos. The streams are like the game page on Twitch, but the chat is less garbage. :p
 
GGs, Vanilla. I know that it was one bar connection and all, but you really need to start blocking on wakeup.

I'd mess up my meaties and get mashed out, or you jumped on wakeup, but you should be more careful.
You did some really strange choices on wakeup outside of those. I didn't even go for frame traps but just expected stuff to hit.
 
GGs, Vanilla. I know that it was one bar connection and all, but you really need to start blocking on wakeup.

I'd mess up my meaties and get mashed out, or you jumped on wakeup, but you should be more careful.
You did some really strange choices on wakeup outside of those. I didn't even go for frame traps but just expected stuff to hit.

The connection is fine, I always mash on wakeup.

According to the wiki Sacred Arrow B and C are supposed to function as a DP with invulnerability. But the C version got stuffed by a jab right after activation. That is unlike any DP I've ever seen in a fighting game. Also you can't use any of them as a reversal since it won't come out unless your opponent messes up hitting you on wakeup unlike something like Ragn'a IF in Blazblue where you can use it before an opponent can hit you.

Are there any sites that have frame data for this game? I'd like to know how the wiki editor came to this conclusion if that data isn't available online.
 
The connection is fine, I always mash on wakeup.

According to the wiki Sacred Arrow B and C are supposed to function as a DP with invulnerability. But the C version got stuffed by a jab right after activation. That is unlike any DP I've ever seen in a fighting game. Also you can't use any of them as a reversal since it won't come out unless your opponent messes up hitting you on wakeup unlike something like Ragn'a IF in Blazblue where you can use it before an opponent can hit you.

Are there any sites that have frame data for this game? I'd like to know how the wiki editor came to this conclusion if that data isn't available online.

I'm pretty sure you did the wrong super. I've seen you even do wake 22C once and maybe 236C.
And I'm almost positive those DPs all have invul on frame 1.

And when I mean the connection, I should be landing all my meaties. I got maybe 50 percent of them :/
 
Only her EX DP is truly full invulnerable. Her A and B DP's are only upper body invincible, so if you ever got caught with it like me, it was because you mistimed a meaty
 
Only her EX DP is truly full invulnerable. Her A and B DP's are only upper body invincible, so if you ever got caught with it like me, it was because you mistimed a meaty

Thanks, good to know. I had no idea this game had stuff like upper body invincibility o__O
 
Think I've narrowed down my character choice to either Nanase, Vatista or Yuzuriha in that order.

Right now I'm leaning towards Nanase because of her ease of use and that she's a new character so she has the potential to develop alot more in the next few months. Only downside is the lack of quality match videos for her out there do to being a recent console exclusive character. I'm not creative I need to steal shit from good players!

Vatista and Yuzuriha are probably the most interesting characters in the game to me mechanically. I just don't know if I'm up for the learning curve and execution barriers involved with both characters, at least starting out. That and Yuzuriha seems like a really popular WAIFU pick and I hate mirrors.

Right now I'm heavily leaning Nanase. Once the weekend comes around I'll be able to play alot more, so I'll probably figure out my character and really sink my teeth into the game then.
 
Think I've narrowed down my character choice to either Nanase, Vatista or Yuzuriha in that order.

Right now I'm leaning towards Nanase because of her ease of use and that she's a new character so she has the potential to develop alot more in the next few months. Only downside is the lack of quality match videos for her out there do to being a recent console exclusive character. I'm not creative I need to steal shit from good players!

Vatista and Yuzuriha are probably the most interesting characters in the game to me mechanically. I just don't know if I'm up for the learning curve and execution barriers involved with both characters, at least starting out. That and Yuzuriha seems like a really popular WAIFU pick and I hate mirrors.

Right now I'm heavily leaning Nanase. Once the weekend comes around I'll be able to play alot more, so I'll probably figure out my character and really sink my teeth into the game then.

Pulsr recently made this. You and anyone else interested in Nanase should definitely take a look
https://www.youtube.com/watch?v=OOMwoMvdQ1I

It's not a match video and you might already know some of the stuff, but it's good nonetheless.
 
Good Games TWILT,

I managed to scrub out a few wins. Which was frankly more than I was expecting.

I gotta get used to EX specials being just C. I threw a bunch of those out on accident. I'm so used to EX moves taking multiple buttons to activate in most other fighters.
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Yeah GGs Onionfrog. I need to work on my Seth a lot; kept dropping stuff. >: At least my 1 hour Orie did okay.
 
Apparently Akatsuki has a bug where if you do EX fireball and then chain shift after the first hit, the other three shots have their damage scaling reset and do full damage.

...and apparently that's getting fixed in the upcoming arcade patch. Akatsuki can't even avoid getting nerfed by bugfixes, RIP. Thankfully, the Waldstein 6C infinite is also getting fixed too.
 
So I finally got my copy yesterday, and have been having loads of fun with local, and the few Online Ranked matches I've tried so far.

Orie is quite fun, but I dislike how her medium normals outrange her crouching strong ones, without going into command normals. It feels unnatural to have worse range on the 3rd move in a strong after the other 2 had the natural distance progression. I'd love it if her standing medium could hit crouchers too, but that might just be greedy. I like how the angel 22X move sets up "damage zones" on the screen, it's a nice thing to do to help her get back in, and to punish overly aggressive opponents.

Hilda is... I don't want to play her in Ranked at this point, but I think I'm getting pretty good with her craziness. HER normals are all unique, but they make SENSE to me, and I love having access to tools I'd normally mini-rage about on characters I fight against in other games. Examples: a super that hits from anywhere as long as it's confirmed, combos off pretty much any hit, and annoying consta-pressure through setups that FEEL unfair to the opponent. Playing her makes the gaps in her attacks more obvious, though. I have yet to fight anyone elses online, however.

My brush with Eltnum playing feels crazy satisfying. Whip wire trips from dumb distances, an EX that pulls on and forces standing, ground crossups that are risky but great when you actually pull them off, BEAMMMMU, Air throws... She's like a bunch of tools from a collection of fighters, just existing to aggravate people. I really like a lot of her colors too...

And then you have Akatsuki. I dunno, I'm never too annoyed with his weaknesses when playing him, and they don't seem as glaring when I fight him yet, either. I need to fight more matchups with him. ANYWHO, he feels so good to play to me. He can really hurt when he wants to, fairly fancy combos even at midscreen, and has a nice mix of tools, and unlike my feeling with Orie, his normals all flow like I expect. Even the occasional mixup between far/close stuff doesn't seem to hurt his combos much. I feel more confident his buttons will do what I want him to, than almost anyone else I've played so far.

I really enjoy too many people in this game. I even wanna give Wald and Linne more of a chance...

Apparently Akatsuki has a bug where if you do EX fireball and then chain shift after the first hit, the other three shots have their damage scaling reset and do full damage.

...and apparently that's getting fixed in the upcoming arcade patch. Akatsuki can't even avoid getting nerfed by bugfixes, RIP. Thankfully, the Waldstein 6C infinite is also getting fixed too.

I think I had an Akatsuki spamming that on me last night, I was wondering why getting OTG's in the corner by his air fireball EX seemed to REALLY hurt.

------

I haven't played with GAF on too many fighters, but I wouldn't mind trying some matches on this game. Could definitely use the match-up experience, especially while still liking so many of the fighters of this game...
 
Apparently Akatsuki has a bug where if you do EX fireball and then chain shift after the first hit, the other three shots have their damage scaling reset and do full damage.

...and apparently that's getting fixed in the upcoming arcade patch. Akatsuki can't even avoid getting nerfed by bugfixes, RIP. Thankfully, the Waldstein 6C infinite is also getting fixed too.

Please confirm it's getting patched. The conversation surrounding it is absolutely stupid.

It being the 6C infinite.
 
Apparently Akatsuki has a bug where if you do EX fireball and then chain shift after the first hit, the other three shots have their damage scaling reset and do full damage.

...and apparently that's getting fixed in the upcoming arcade patch. Akatsuki can't even avoid getting nerfed by bugfixes, RIP. Thankfully, the Waldstein 6C infinite is also getting fixed too.

Interesting stuff. Waldstein's infinite is going away?

Hmmm. I've never done it yet. Contemplating as to whether or not to learn it now.
 
Apparently Akatsuki has a bug where if you do EX fireball and then chain shift after the first hit, the other three shots have their damage scaling reset and do full damage.

...and apparently that's getting fixed in the upcoming arcade patch. Akatsuki can't even avoid getting nerfed by bugfixes, RIP. Thankfully, the Waldstein 6C infinite is also getting fixed too.

His fireballs seem buggy in general. If you throw one and then do his 41236D super and the fireball hits at the same time, the damage scaling gets weird and the fireball does full damage and still combos into the super. Dealing about 5.2k damage.
 
Linne has the most boring optimal combos of any character I've ever mained. Once the novelty of tk.Kuugas and getting-over-my-old-problem-of-inputting-half-circles-instead-of-quarter-circles wears off for me, all I'm going to have is my friends' salt at how boring her combos are. I think that's all I need to stick with her though. :')
 
Linne has the most boring optimal combos of any character I've ever mained. Once the novelty of tk.Kuugas and getting-over-my-old-problem-of-inputting-half-circles-instead-of-quarter-circles wears off for me, all I'm going to have is my friends' salt at how boring her combos are. I think that's all I need to stick with her though. :')

Gordeaus combos are pretty boring too, his pressure tho...too gatlike
 
Honestly, I get more tight getting clipped by Gordeau's 236X move than by Grim Reaper. It gives him braindead confirms off of pretty much whatever he hits.

Please confirm it's getting patched. The conversation surrounding it is absolutely stupid.

It being the 6C infinite.
That's what I've been told by multiple people who have (claimed to?) translated the posted notice regarding the arcade update. However, the meta-trolling gets so deep at points I'm not honestly sure, but French Bread has a history of not letting stuff like that rock, even for games they've mostly stopped updating (like they patched MBCC to fix throw infinites and Archtype:Earth unfly months after they stopped updating it otherwise).
 
I think ive found my main problem with anime games/fighters in general. I cant confirm off of 2 chained normals to save my life. Unfortunately for me, all of gordeaus pressure requires you to do just that
 
I think ive found my main problem with anime games/fighters in general. I cant confirm off of 2 chained normals to save my life. Unfortunately for me, all of gordeaus pressure requires you to do just that

Fun fact: you can commit to a lot of confirms in this game and once you realize what's happening, reverse beat back to safety or keep the combo going.
 
I'll finally have time to play again today. Going to work on utilizing cancels after whiff 5A with Eltnum.

I fell so far behind by not playing this week.

Following up, French Bread posted about the upcoming update. From my very limited understanding of Japanese (and trying to interpret machine translation), one of the fixes is in regards to an issue with certain throws in the corner -- which sure as hell sounds like the Wald infinite.

Sounds like it. Hopefully 2.03 gets patched into the console version shortly after the arcade.
 
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