Under Night In-Birth/System
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 | Health | Jump Startup | Forward Walk Speed | Backward Walk Speed | Initial Dash Speed | Dash Acceleration | Max Dash Speed | Dash Startup | Backdash Duration | Backdash Distance | Backdash Startup | Backdash Invincibility | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | -※1 | -※1 | 2300 | -170 | 0※2 | 9 | 32 | -29136 | 5 | 1~10 All | 1-Walk Speed is variable 2-Distance traveled is 24780 |
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※ | 4 | 27 | -45360 | 4 | 1~8 All /9~10 Throw | Distance traveled is 53050 |
Seth | 9500 | 4 | 550 | -650 | 3500 | 200 | 4500 | 7 | 31※1 | -83487※2 | 4 | 1~8 All /9~10 Throw | 1-For air version, can take action on frame 37 2-Ground version travels -59900 |
Yuzuriha | 10700 | 4 | 1000 | -1000 | 2400 | 50 | 3200 | 7 | 27 | -36100 | 5 | 1~8 All /9~10 Throw | |
Hilda | 10100 | 5 | 900 | -900 | 500※ | 0※ | 3200 | 1 | 36 | -51500 | 1 | 1~9 All /10~10 Throw | On frame 7, dash speed is 1650 and acceleration is 135 |
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 | During Vorpal, attacks can be backdash cancelled |
Akatsuki | 10700 | 4 | 1000 | -800 | 3000 | 0 | 0※ | 5 | 22 | -34500 | 5 | 1~8 All /9~10 Throw | Distance traveed is 52400 |
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 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.
Aerial Action | Landing Recovery |
---|---|
Empty Jump | 0 |
Jump A/B/C Normal Whiffed/Blocked |
2/3/4 |
Jump A/B/C Normal Hit |
0 |
Jump Shield(4D) | 6 |
Empty Assault | 4 |
Assault Whiff/Block/Hit |
2 |
Jump/Assault A/B/C Normal Shielded |
10 |
Jump/Assault Special | Variable depending on move Unaffected by being shielded |
External Links
- GRD Primer by Infinity
- UNIST in-game tutorial playlist by Vgambit