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Under Night In-Birth

So is it actually Under Night In-birth: EXE Late [Super Turbo] or am I just dreaming?

Anyways, up until now I've never played UNIEL thanks to PS3 console exclusivity. Port it to PS4 and I'm in there. Adding Filia is highly recommended.
 
That cafeteria stage was random. Wondering on her character theme now. Also highly doubt this will all be free or even dlc. They may go for a PS4/Vita updated port and/or updated rerelease type deal now [after a few months being arcade exclusive] especially with Arc Sys now more involved with production/marketing.
 
I was hoping for Wagner :c
but Phonon seems nice too so I can deal with it
 
#WhyFrenchBread
(nabbed this from a post Icekin made on Dustloop)
qEo6X1H.jpg
 
^ that's not from ST because if you look at the ST screenshots, they user small icon version of the story mode artwork for in game art above the health bars

*sidenote: that being said, I think it is HIGHLY possible that either Enkidu, Uzuki, or Tsukuyomi will be made playable because they were the only other characters in the game to have story mode artwork and not be playable in the past version of the game, plus they were all pretty popular and fan requested from what I saw
 
^ that's not from ST because if you look at the ST screenshots, they user small icon version of the story mode artwork for in game art above the health bars

I...never said it was?
 
The move list for everyone in UNIST is up including Phonon's (she's on page 12).
http://www.arcsystemworks.jp/unist/images/playguide.pdf. I don't see much in terms of new moves but those who play their respective characters would know more than I do.

Edit: I played UNIEL the other day after not playing it for awhile. It's the one game I found was pretty cozy to get back into. I've been playing Byakuya more and he's a lot of fun.
 
Well based on the change logs being reported by players on site, this isn't gonna be a minor balance change after seeing what has been reported. Wonder how many of these will actually stick.
 
Well based on the change logs being reported by players on site, this isn't gonna be a minor balance change after seeing what has been reported. Wonder how many of these will actually stick.

Which does make me a bit nervous. I think it was a very well balanced game with a massive discrepancy between the handful of top tier and the handful of bottom tier.

But maybe those issues were not tractable? I am glad that they are addressing these issues. There are already some reports rolling in (better invuln on Chaos roll, tons of Aka changes, Gord nerfs) that sound fairly reasonable.
 
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Yeah, it all seems pretty reasonable right now.
 
I'm not nearly good enough at UNIEL yet to know mechanics but veil off is a cancel right? So veil-off midcombo would let you do vorpal combos without vorpal?
 
No, the cancel is chain shift.

Veil off is a burst followed by a state in which your meter drains, and you can do supers (ends VO immediately) and specials (1/3rd the bar) until it drains.

I'm not good enough to know much more outside of that.

As I understand it, xvo is just extra damage.
 
veil off isn't exactly like burst because you can't use it when you're being combo'd. it's a bit more like melty's heat mode without the health regen. gives you a 20% damage buff that stacks with vorpal's damage buff.

hitting your opponent with the blast GRD breaks them. it also clears GRD break status when you use it. if you have <35% health (when the bar changes color) veil off lets use infinite worth EXS which is *kind of* like an astral (fancy cutscene thing) but it's not an instant kill. it either GRD breaks you or consumes vorpal (like guard thrust).

I read somewhere that cross cancel veil off resets the ground bounce limit so...go nuts.
 
Yeah it seems an odd inclusion... And one that favors some characters more than others (like Gord v Byak).

Some people were reporting massive damage off of first hit because of this.
 
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Last round of loketests. Gonna post stuff I found on dustloop/twitter/other sources. Obv not everything is here/stuff can be wrong.
UNIVERSAL
Invincibility moves and super flash moves can't be cancelled with CVO
CVO in the air
First Hit bonus removed

HYDE
5A 1 frame faster start-up
2A can be delayed as much as Eltnum's.
3B reaches as far as Eltnum's. Hitbox is more thick(?) now, so it's more easier to follow with Orbiter A-follow-up
Increased float on FF. ~5B>FF>236A is pretty difficult now.
If only Bringer's first hit connects, the opponent suffers from forced knockdown.
Bringer second hit float a little higher.
Aerial Lotus CS-able on block if the sword hits the opponent. EX Cancel also added.

LINNE
EX Hien invincibility is back!
Minijump Kuuga block stun unchanged
6B cancel window increased
214B-A>5C>63214A>5B>Minijump Kuuga>j.C>j.2B>2C>214A-A>6CC>236A>CVO>236C>6CC>236C>6CC>63214B>IW = 5940 damage

GORDEAU
3C increased hurtbox
j.B second hit can be crouch blocked
j.C increased hurtbox
A Mortal damage nerfed
Charged 5C faster start-up
Horizontal throw cause one bounce
214A damage heavily prorates. Combo with CS around 2100

ORIE
3B hitbox increased, lower-body invincibility still in.
Throw as horrible as always...
j.C cross-up didn't work well
Divine Thrust strikes crouchers with the tip, hitconfirms more difficult (Orie or opponent!??)
Charged B Thrust can be cancelled. Increased untechable time.
Aerial Order decreased block stun? Could be countered with an A attack after a Shield
Aerial FF added, not very reliable

MERKAVA
EX 236 lower-body and projectile invincibility. CS-able
Dash C nerfed
Hurtbox on all jump moves seems to have been increased
623B is amazing! 623B>22C>something lead pretty easily to 3800 damage
Each bug seems to search the opponent's location. They also jump after an aerial opponent.
FF>Capture works
j.2C recovery increased by 1 or 2 frames

VATISTA
Health about 10300. Counter hit are still nullified
Crystal block stun increased
Only A Stella can be CS'd (Or was it always like it?)
2FF recovery reduced! Start-up is the same as 5B. Recovery is 6~9 frames?
"Charge separation" (?) still in. Triple Miko and Triple Stella still possible.

YUZURIHA
+D inputs back, but re-lightening is still gone.

SETH
Health about 9500
Apparently can get 5K from 2A>2A
Fast-fall follow-up appears from behing the opponent. As a combo starter leads to good damage. About same amount of untechable time as 3C
In Vorpal
- Walk is a little faster. Distance that normally takes 5 seconds goes in 3~4 seconds. Not confirmed if it affects his dash.
- Fastfall attacks increased range. More accurately, the distance where you can activate the follow-up move is increased.
- Increased the diatnce where Disappearance follow-ups are possible
Rion says Seth is pretty much the same. Only the EX Command Throw has invincibility returned.

HILDA
Health 9801
throw damage buff
2C can be blocked while standing. 2C>2C is still a low
In Vorpal, the use of FF takes only half a block
Aerial warp has projectile invincibility on frame 1 (At least, the A version has...)
Ex forward spike does more damage and buffed the range
Lynchpin falls faster and now has a bigger size
Air teleports
Some invincibility on impalement, it's now gravity squeeze
Skewer now scales more
Low spike has a bigger hitbox(linne can't roll through it)
Anti-dispersive is invul during spinning motion

ELTNUM
EX Sync decreased damage
Charged 3C added
Charged FF cancelable

CHAOS
5BB (second hit) lower-body invincibility removed
Smart Steer changed: 5A>5B>5C>236A>623A>236C
When resummoning Azhi and ordering it to attack, it now always attacks towards the opponent regardless of which way Chaos is watching.
Hide (22x) is invincible until Azhi bites. Not need to fear Orie's or Gordeau's Dash C!

AKATSUKI
Grove says there isn't many changes.
236B Bullet recovery might have changed?
22C Cannon: Increased invincibility and damage
214B floats the opponent on the second hit a little (whiff prevention?)
Dash C reach or duration increased

NANASE
236x still has projectile invincibility

BYAKUYA
EX 236 has some invincibility from frame 6 or something.

Any opinions?
 
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"CHAOS
When resummoning Azhi and ordering it to attack, it now always attacks towards the opponent regardless of which way Chaos is watching."

thank you.
 
Those Hilda changes seem real nice. I can't wait to get some grab-titty squeeze with impalement. Should be fun
 
"CHAOS
When resummoning Azhi and ordering it to attack, it now always attacks towards the opponent regardless of which way Chaos is watching."

thank you.
This is a sign that our dark times of making Azhi attack in the wrong direction are over.
 
UNIST stream:

If this goes down, I also have the videos backed up on my Dailymotion account.
 
Phonon normals look monstrous, she had Hilda locked in a corner from midscreen...
 
That last moment of last round of Carmine vs Akatsuki is ouch. Phonon looks like another annoying matchup that can lock you down once gotten started.
 
If that Akatsuki v Carmine MU is any indicator then the Carmine nerfs or Akatsuki buffs might have pushed him into viable.

Still curious how Byakuya and Chaos are goign to pan out.
 
Phonon's theme is very nostalgic sounding
it reminds me of games likes Snowboard Kids
 
Phonon's theme is very nostalgic sounding
it reminds me of games likes Snowboard Kids
Exactly.
Now I wish I had my copy of Snowboard Kids 2 still...
 
Hyde vs Seth theme


lol it's literally mashing their respective themes together. Which is fine since their themes were great separately.
 
So, are we getting Unde Night for PC too. Nice!

http://arcsystemworksu.com/arc-system-works-releasing-5-titles-on-steam-by-summer-2016/

Oh boy, I've been waiting this for a long time. So if you guys can help me, I would like to know wich character I should start once the game launches. Sure, I'll try everyone, but I appreciate any help. I like mid range characters. Not pure zoners like Peacock, but someone that have big hitboxes to control the field and then attack when the opportunity appears. There are any characters in this game like this?

Thanks in advance.
 
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So, are we getting Unde Night for PC too. Nice!

http://arcsystemworksu.com/arc-system-works-releasing-5-titles-on-steam-by-summer-2016/

Oh boy, I've been waiting this for a long time. So if you guys can help me, I would like to know wich character I should start once the game launches. Sure, I'll try everyone, but I appreciate any help. I like mid range characters. Not pure zoners like Peacock, but someone that have big hitboxes to control the field and then attack when the opportunity appears. There are any characters in this game like this?

Thanks in advance.

GRIM REAPAH