Under Night In-Birth/UNI2/Gauges: Difference between revisions
(→GRD Gauge: Changing "Smart Steer Attack" to "Steer Ender" for clarity.) |
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*Opponent uses Force Function while not having enough GRD: Gain <span style="color: blue">'''1'''</span> GRD | *Opponent uses Force Function while not having enough GRD: Gain <span style="color: blue">'''1'''</span> GRD | ||
| | | | ||
* | *Steer Ender: Cost <span style="color: red">'''1'''</span> GRD if it's not the first ? hit of a combo | ||
*Force Function: Cost <span style="color: red">'''1'''</span> GRD | *Force Function: Cost <span style="color: red">'''1'''</span> GRD | ||
**Cost <span style="color: red">'''0.5'''</span> GRD if in Vorpal | **Cost <span style="color: red">'''0.5'''</span> GRD if in Vorpal | ||
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! Attacking / Getting Hit | ! Attacking / Getting Hit | ||
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* | *Steer Ender: | ||
** Gain <span style="color: blue">'''2'''</span> GRDs if having more than 65 Combo Points (inclusive) when using the move, only on hit | ** Gain <span style="color: blue">'''2'''</span> GRDs if having more than 65 Combo Points (inclusive) when using the move, only on hit | ||
** Gain <span style="color: blue">'''1'''</span> GRD if having more than 36 Combo Points (inclusive) when using the move, only on hit | ** Gain <span style="color: blue">'''1'''</span> GRD if having more than 36 Combo Points (inclusive) when using the move, only on hit | ||
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** Value is affected by Rate | ** Value is affected by Rate | ||
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* | *Steer Ender: | ||
** Lose <span style="color: red">'''1'''</span> GRD if having less than 22 Combo Points when using the move, only on hit | ** Lose <span style="color: red">'''1'''</span> GRD if having less than 22 Combo Points when using the move, only on hit | ||
*Getting attacked: Lose <span style="color: red">'''1'''</span> GRD only on first hit | *Getting attacked: Lose <span style="color: red">'''1'''</span> GRD only on first hit |
Revision as of 16:50, 11 May 2024
Health (VIT Gauge)
Chip Damage
Most Specials and Supers do small amounts of damage to the opponent even on block. This is known as chip damage, and is a common mechanic in fighting games. Every move deals 1/8 of their base damage as chip damage, and in addition each character has two Chip Damage modifiers, both for dealing and receiving Chip Damage:
Chip Dealt = Damage × Attack's Chip Ratio × Defender's Chip receiving modifier × Chip Damage Decay / 8
Ratio | Characters |
---|---|
75 | Waldstein, Londrekia, Tsurugi, Kaguya, Kuon |
70 | Seth, Hilda |
65 | Any other character not listed |
55 | Orie |
50 | Vatista |
40 | Yuzuriha |
Ratio | Characters |
---|---|
85 | Waldstein |
90 | Gordeau, Enkidu |
100 | Any other character not listed |
110 | Hyde, Orie |
The Chip Damage will scale with any bonus damage.
Chip Damage cannot K.O. the opponent.
Chip Damage Decay
Doing consecutive moves that deal chip damage will gradually reduce the chip damage depending on how many moves with chip damage are used. This penalty will stay until the opponent has left a blockstring for 60F.
Not all moves that deal chip will have the chip decay property, but they will be affected if the prior move has decay.
Chip Damage Decay = Product of P2 for moves that have the chip decay property within penalty interval
TS (GRD cycles)
Vorpal & Celestial Vorpal
GRD Cycles and Vorpal are what define Under Night In-Birth. At the end of the cycle, indicated by the central circle filling in clockwise, the player with the higher GRD Gauge wins and is given GRD Vorpal State (Vorpal/Vorpal State for short). Once a player enters Vorpal, they gain access to the Chain Shift mechanic, receive a 10% damage boost, as well as have their character's unique Vorpal trait activated. In rare instances, both players may enter Vorpal State due to their GRD being the same at the turn of the cycle. This gives both players the above benefits until they are used up, or a new cycle ends.
If a player holds more than 6 GRD Blocks at the end of a Cycle, they will enter the Celestial state, immediately winning all 12 GRD blocks upon transition. This ups their Vorpal damage boost to 20%, and gives them enough GRD blocks to easily take the next cycle again, or gain up to 200 EXS with a Chain Shift.
A GRD cycle is 78,000 units, and for each frame it increases by 100, so a regular cycle takes 780F (13 seconds). This increment is not affected by hitstops but will be paused during the superflash and IW/IWEX.
The cycle can be accelerated or decelerated by the following actions:
- Concentration increases the units gained per frame by 39 per character (so if two are doing Concentration it will be 178 per frame).
- Landing attacks / in combos will decrease the rate of the gain. The rate goes down to:
- 85 per frame for the first 210F of the combo;
- 70 per frame for the following 210F of the combo (211-420F);
- 55 per frame for the rest of the combo.
- Successfully Shielding an attack will immediately gain 2050 units for the cycle.
GRD Gauge
Both character starts each round with 0 GRD. Each GRD block is worth 10,000 GRD Gauge. There are a multitude ways to increase your GRD Gauge:
Action Types | Actions that gain GRD | Action that costs GRD |
---|---|---|
Neutral |
One cannot gain by the following methods when opponent is cornered:
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GRD actions |
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Offensive |
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Defensive Options |
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Attacking / Getting Hit |
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Blocking / Getting Blocked |
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- Actions that can gain GRD when the whole GRD Gauge is full: Throw Break, Shielding
GRD Break
When your character is attacked by a strike or thrown while Shielding or during Creeping Edge, you enter the GRD Break state. The length of the break depends on what move breaks the shield:
Action Types | GRD Break Time |
---|---|
5A, 2A | 490F |
Other Normals, Failing an IWEX | 600F |
Throws | 900F |
Special | Varies |
During the break, the opponent will automatically win the GRD cycle regardless of how many GRD blocks they possessed. You don't lose any extra GRD blocks upon break, but you can't gain any GRD blocks, while any GRD actions that will make you lose GRDs will count as normal.
Other notable facts:
- Getting GRD Break while having more than 6 GRD Blocks will set you back to 6 Blocks.
- GRD break status can be immediately removed by a Veil-Off.
- When Chain Shift Timer is active, actions that causes GRD Break will remove your Chain Shift Timer (along with meter bonus), and prevent you from a GRD Break.
EXS Gauge
EXS Gauge is your traditional fighting game meter. A full EXS Gauge is 20,000 units.
Situation | Formula |
---|---|
Opponent getting hit (first hit) | 0.5 × (Raw Damage × (1 + Damage Bonus)) × Move Hit EXS Rate |
Getting hit (first hit) | 0.5 × (Raw Damage × (1 + Damage Bonus)) × Get Hit EXS Rate |
Opponent getting hit (second hit onwards) | 0.5 × (Raw Damage + Raw Damage × Damage Bonus × Proration / 72) × Move Hit EXS Rate |
Getting hit (second hit onwards) | 0.5 × (Raw Damage + Raw Damage × Damage Bonus × Proration / 72) × Get Hit EXS Rate |
Opponent blocking attack | Raw Damage × (Hit get blocked EXS Rate) |
Blocking attack | Raw Damage × (Blocking move EXS Rate) |
When under Vorpal, multiply the value above by 1.05. |
Situation | Move Hit | Hit get blocked | Get Hit | Blocking move |
---|---|---|---|---|
Move that costs EXS | 0 | 0 | 35 | 28 |
Force Functions | 80 | 25 | 50 | 28 |
Throws | 70 | 35 | 40 | 28 |
Anything not listed above | 110 | 35 | 35 | 28 |
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of EXS (100 units).
- Attacks that cost EXS (such as EX Specials and Infinity Worths) do not gain any EXS for the attacker, as the 0 in the table implies.
- Using Shield does not affect Heat Gain.
Special modifier for EXS Gain
- Bonuses
The Damage Bonus is the same as Damage multiplier.
Situation | Bonus |
---|---|
Vorpal | +10% |
Celestial | +10% |
Opponent getting GRD Break | +10% |
Cross Veil-Off | +20% |
Veil-Off | +20% |
- Penalties
- If one get GRD Broken, they will gain 75% less EXS for the entire duration of the GRD break.
- If one Chain Shifts, they will gain 75% less EXS for the entire duration Chain Shift Timer, and the entire duration of a combo that stars when the Chain Shift Timer is active.
- If one uses a move that spends EXS, they will gain 75% less EXS for a set amount of time.
- These penalties can stack with other bonuses and do so multiplicatively.
Actions that Gains EXS Gauge besides attacks
Situation | Formula |
---|---|
Using EX moves in Vorpal | Refund 2500 |
Using EX moves to end Veil-Off | Refund 2400 |
Chain Shift | 80 per frame |
EXS Gauge Cooldown
After using the EXS Gauge, characters gain 75% less EXS from doing attacks and blocking attacks. The cooldown is 300F for EX moves and IWEX, and 180F for IW and Guard Thrust. The cooldown countdown is in real time - it even counts down during the super flash for moves that caused it in the first place!
The EXS Cooldown penalty will be removed if you successfully land a hit after the meter is used. However if those moves are used in a combo, the penalty will stay and counting down as normal. If a new EXS Cooldown is started, it completely overrides the previous value.
EXS gained from Chain Shift will not be affected by this penalty. Actions that Gains EXS Gauge besides attacks will also be unaffected.
Chain Shift Penalty
If one uses the Chain Shift, they will suffer from gaining 75% less EXS for the entire duration of Chain Shift Timer. Any combo that starts when Chain Shift Timer is still up, will receive 75% less EXS for the entire combo as well.
Note that this penalty is independent of EXS Cooldown! This means that receiving EXS cooldown penalty and Chain Shifting will cause you to receive only 1/16 (6.25%) of the usual EXS gain for that duration.
GRD Break Penalty
If one get GRD Broken, they also suffer from gain 75% less EXS for the entire duration of the GRD break.
This penalty is independent of EXS Cooldown, meaning that receiving EXS cooldown penalty and GRD Break will cause you to receive only 1/16 (6.25%) of the usual EXS gain for that duration.
Veil Off Gauge
After performing Veil Off, the EXS Gauge will become a timer that counts down. Its initial value is equal to what your EXS Gauge is.
Situation | Drain per frame | EX move cost |
---|---|---|
Having 10000 - 19999 EXS | 24 | 8000 |
Having 20000 EXS | 18 | 6000 |
CVO Having 10000 - 19999 EXS | 28 | 12800 Health <= 30%: 8000 |
CVO Having 20000 EXS | 21 | 9600 Health <= 30%: 6000 |
Using IW (EXS) will end the Veil-Off immediately.
Chain Shift Timer
When the Chain Shift Timer is active, the rate of Veil-Off decreasing is slowed down, effectively extending the Veil-Off timer.
Situation | Drain per frame (raw) | Drain per frame (canceled from) |
---|---|---|
Having 10000 - 19999 EXS | 1 | 12 |
Having 20000 EXS | 1 | 9 |
CVO Having 10000 - 19999 EXS | 1 | 14 |
CVO Having 20000 EXS | 1 | 10 |