Under Night In-Birth/System: Difference between revisions

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EXS is used for the EX version of Special Moves, Infinite Worths, Guard Thrusts, Assault, and Veil Off.
EXS is used for the EX version of Special Moves, Infinite Worths, Guard Thrusts, Assault, and Veil Off.


==Shielding==
Shielding is integral to playing Under night effectively. (hold 4D or 1D while blocking) When you shield a move it reduces the blockstun of the move while grounded by 3 frames. If the attacker is doing an aerial move and it gets shielded, the attacker may be unable to cancel into other normals or heavily delayed.
When perfect shielding which is tapping D while blocking. You gain extra grid while the EXS meter gauge goes down.


==Character Values==
==Character Values==

Revision as of 10:43, 5 September 2019

GRD System

The GRD ("Grind Grid") system is a very unique aspect to Under Night In-Birth, and a very important factor in the game.

The GRD is a tug of war that plays during the rounds of combat. Each character owns six squares on the GRD which they can attempt to fill by being aggressive, recovering/teching, shielding attacks, and using concentration. The GRD is lowered by back dashing, taking damage, using File:UNI B.gif + File:UNI C.gif, getting shield blocked, throws getting escaped, and opponents using Concentration.

A timer shows itself as a repeating circle of progress in the middle of the GRD bar. It takes 16.5 in-game seconds to complete so it repeats exactly 6 times in a 99 second round. When the progress bar is filled, the character with the most amount of filled squares will enter a state called GRD Vorpal, which provides a 10% damage boost to the favored character.

When using Chain Shift, the GRD is absorbed and transformed into EXS at a rate of 20 meter per box (up to 120 meter), at the cost of resetting the GRD to zero.

EXS System

The EXS System is quite simply the super meter, which uniquely is measured in large percentages; starting at 0.00, and going all the way to 200.00. Each character has two stocks (or halves if you will) to their EXS meter; the first stock is filled at 100.00, and the second stock is filled at 200.00

In battle, the EXS meter is filled up accordingly to damage that is taken and dealt, just like any good old fighting game super meter, which is bolstered by being in Vorpal. EXS can also be filled by using Chain Shift, which converts GRD into EXS.

EXS is used for the EX version of Special Moves, Infinite Worths, Guard Thrusts, Assault, and Veil Off.


Character Values

Character Values
Character Health Jump startup forwardwalk speed backwalk speed initial dashspeed Dash acceleration Skid Distance Dash startup Backdash total Backdash distance Backdash recovery Backdash invuln
Hyde 10000 4 1300 -800 2200 300 3500 5 22 -39620 5 1~8 All/9~10 Throw
Linne 10600 4 800 -700 2500 150 4000 4 26 -47134 3 1~8 All /9~10 Throw
Waldstein 11400 6 - - 2300 -170 0※1 9 32 -29136 5 1~10 All
Carmine 10800 5 1200 -900 4000 0 4000 9 27 -41614 4 1~8 All /9~10 Throw
Orie 10600 4 1400 -1100 2500 200 3200 6 36 -86716 3 1~8 All /9~10 Throw
Gordeau 10800 5 1100 -700 2000 150 3500 7 22 -39800 3 1~8 All /9~10 Throw
Merkava 10400 5 500 -400 2000 75 2600 1 37 -63800 1 1~10 All
Vatista 10500 4 1100 -800 2800 0 0※2 4 27 -45360 4 1~8 All /9~10 Throw
Seth 9500 4 550 -650 3500 200 4500 7 31※3 -83487※4 4 1~8 All /9~10 Throw
Yuzuriha 10700 4 1000 -1000 2400 50 3200 7 27 -36100 5 1~8 All /9~10 Throw
Hilda 10100 5 900 -900 500※5 0※6 3200 1 36 -51500 1 1~9 All /10~10 Throw
Chaos 10800 4 800 -800 2200 200 3000 5 27 -39556 4 1~8 All /9~10 Throw
Nanase 10700 4 850 -650 2000 150 4200 5 28 -48900 5 1~8 All /9~10 Throw
Byakua 10500 4 1000 -900 3000 0 3000 5 29 -35350 5 1~8 All /9~10 Throw
Phonon 10400 4 700 -700 1800 300 3300 4 35 -43142 6 1~8 All /9~10 Throw
Mika 10700 4 1200 -900 2500 150 4000 4 30 -51480 4 1~8 All /9~10 Throw
Wagner 10000 4 700 -700 2250 300 3200 4 28 -56400 6 1~8 All /9~10 Throw
Enkidu 10900 4 900 -700 2000 150 3500 7 23 -35203 3 1~8 All /9~10 Throw
Eltnum 10400 4 800 -700 2200 220 3300 4 25 -38255 1 1~8 All /9~10 Throw
Akatsuki 10700 4 1000 -800 3000 0 0※7 5 22 -34500 5 1~8 All /9~10 Throw

※1 Travel distance is 24780
※2 Travel distance is 53050
※3 You can act in the air on frame 37
※4 661 moves -59900
※5 7F目から1650
※6 7F目から135 (i dont know what this says)

System mechanic data

System mechanic data
Name Damage Hit Type Active On Active For Recovery Overall Frame Advantage Invuln Attributes Notes
Veil Off 0 Mid (Air Blockable) 20 2 Upon Landing 7 58 -13 1~30 All
Veil Off [Max Hold] 0 Mid (Air Blockable) 68 2 Upon Landing 7 107 -14 1~91 All
Cross Cast Veil Off 0 Mid (Air Blockable) 2 4 20 25 3 1~19 All
Guard Thrust 0 Mid 15 5 26 45 -12 1~15 All
Guard Thrust (Vorpal) 0 Mid 12 5 26 42 -12 1~12 All
4D - - - - - 24 - -
1D - - - - - 27 - -
j.4D - - - - Upon Landing 6 27 - -
Concentration - - - - - 16~1201 - -
Chain Shift - - - - - 1 ±0 1 All 40F Superflash

Aerial Move general data

Aerial Move general data
Aerial Move Landing Lag A button B button C button
Whiff 2 3 4
Block 2 3 4
Hit 0 0 0
Shield 10 10 10
Assault Whiff 2 2 2
Assault Block 2 2 2
Assault Hit 2 2 2
Assault Shield 10 10 10

Supers

Most specials have a super version, performed by using the C button rather than A or B. Supers take 100 meter or 1/3 of the bar during Veil Off.

Infinite Worth

Infinite Worth refers to a character's ultimate super attacks. The normal version of Infinite Worth can be performed with 41236D when your meter is maxed at 200. Infinite Worth EXS is an even more powerful move with invincible startup that can be performed with A+B+C+D during one of two conditions: 1. At max meter with your HP under 30%. Using it this way will result in GRD break status. 2. While in Veil Off mode. This method immediately ends Veil Off mode but does not result in GRD break.

Button Priority

DESCRIPTION

Landing Recovery

There is a variable amount of recovery after landing from a jump, depending on the action done in the air (or no action at all), whether it was shielded, and whether Assault was used.

0f: landing from empty jump
0f: landing from any jump attack that hit
2f: landing from any assault attack that hit, whiffed, or was guarded
2f: landing from whiffed or guarded j.A's
3f: landing from whiffed or guarded j.B's
4f: landing from whiffed or guarded j.C's
4f: landing from empty assault
6f: landing from jump shield
10f: landing from shielded jump attack
10f: landing from shielded assault attack


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