Under Night In-Birth/System

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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 Force Function (UNI.B.icon.png+UNI.C.icon.png), 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

UNICLR Character Values
Character Health Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed Backdash Startup Backdash Duration Backdash Distance Backdash Invul
Hyde 10300 x x x x x x x x x 22 x 1-8 Full, 9-10 Throw
Linne 10600 800 -700 4 41 4 2500 150 4000 3 26 -47134 1~8 Full
9~10 Throw
Waldstein 11500 x x x x 8 x x x x x x 1~10 All
Carmine 10800 x x x x x x x x x x x x
Orie 10600 1400 -1100 4 42 6 2500 200 3200 3 36 -86716 1-8 Full, 9-10 Throw
Gordeau 10800 1100 -700 5 43 7 2000 150 3500 3 22 -39800 1~8 Full

9~10 Throw

Merkava x x x x x x x x x x x x x
Vatista 10301 x x 4 41 4 x x x x 27 x 1-8
Seth 9500 550 -650 4 41 7 x x 4500 4 31 (37 Aerial) -59900 (-83487 Aerial) 1-7 Full, 8-10 Throw
Yuzuriha 10400 1000 -1000 4 42 7 2400 50 3200 5 27 -36100 1-8 Full
9~10 Throw
Hilda 10100 900 -900 5 48 1 500
(1650 on frame 7)
0
(135 on frame 7)
3200 7 36 -51500 1~9 Full
9~10 Throw
Chaos 10,401 x x 4 x 4 x x x x x x 1~8 All
9~10 Throw
Nanase 10700 850 -650 4 42 4 x x x 5 28 -48900 1~8 Full
9~10 Throw
Byakuya 10500 1000 -900 4 42 5 3000 0 3000 5 29 -35350 1-8 Full, 9-10 Throw
Phonon 10400 700 -700 4 42 ? ? ? 3300 6 35 -43142 1-8 Full

9-10 Throw

Mika 10700 1200 -900 4 40 4 2500 150 4000 4 30 -51480 1~8 Full
9-10 Throw
Wagner 10100 700 -700 4 42 4 2250 300 3200 6 28 -56400 1~8 Full
9~10 Throw
Enkidu x x x x x x x x x x x x x
Eltnum 10400 800 -700 4 42 4 2200 220 3300 1 25 -38255 1-8 Full, 9-10 Throw
Akatsuki 10800 1000 -800 4 40 5 3000 0 3000 5 22 -34500 1-8 Full, 9-10 Throw
UNIST Character Values
Character Health Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed Backdash Startup Backdash Duration Backdash Distance Backdash Invul
Hyde 10000 1300 -800 4 42 5 2200 300 3500 5 22 -39620 1~8 Full
9~10 Throw
Linne 10600 800 -700 4 41 4 2500 150 4000 3 26 -47134 1~8 Full
9~10 Throw
Waldstein 11400 Variable Variable 6 44 9 2300 -170 - 5 32 -29136 1~10 Full
Carmine 10800 1200 -900 5 43 9 4000 0 4000 4 27 -41614 1~8 Full
9~10 Throw
Orie 10600 1400 -1100 4 42 6 2500 200 3200 3 36 -86716 1~8 Full
9~10 Throw
Gordeau 10800 1100 -700 5 43 7 2000 150 3500 3 22 -39800 1~8 Full
9~10 Throw
Merkava 10400 500 -400 5 51
(52 Backwards)
1 2000 75 2600 1 37 -63800 1~10 Full
Vatista 10500 1100 -800 4 42 4 2800 0 2800 4 27 -45360 1~8 Full
9~10 Throw
Seth 9500 550 -650 4 41 7 3500 200 4500 4 31
(37 Aerial)
-59900
(-83487 Aerial)
1~7 Full
8~10 Throw
Yuzuriha 10700 1000 -1000 4 42 7 2400 50 3200 5 27 -36100 1~8 Full
9~10 Throw
Hilda 10100 900 -900 5 48 1 500
(1650 on frame 7)
0
(135 on frame 7)
3200 1 36 -51500 1~9 Full
10 Throw
Chaos 10800 800 -800 4 42 5 2200 200 3000 4 27 -39556 1~8 Full
9~10 Throw
Nanase 10700 850 -650 4 42 5 2000 150 4200 5 28 -48900 1~8 Full
9~10 Throw
Byakuya 10500 1000 -900 4 42 5 3000 0 3000 5 29 -35350 1~8 Full
9~10 Throw
Phonon 10400 700 -700 4 42 4 1800 300 3300 6 35 -43142 1~8 Full
9~10 Throw
Mika 10700 1200 -900 4 40 4 2500 150 4000 4 30 -51480 1~8 Full
9~10 Throw
Wagner 10000 700 -700 4 42 4 2250 300 3200 6 28 -56400 1~8 Full
9~10 Throw
Enkidu 10900 900 -700 4 41 7 2000 150 3500 3 23 -35203 1~8 Full
9~10 Throw
Eltnum 10400 800 -700 4 42 4 2200 220 3300 1 25 -38255 1~8 Full
9~10 Throw
Akatsuki 10700 1000 -800 4 39 5 3000 0 3000 5 22 -34500 1~8 Full
9~10 Throw

System Mechanic Data

Action Damage Guard Startup Active Recovery Overall Advantage Invul Attribute
Veil Off 0 Mid, Air 20 2 Upon Landing 7
(3 on hit)
58
(54 on hit)
-13 1~30 Full Strike
Veil Off
(Max Hold)
0 Mid, Air 68 2 Upon Landing 7
(2 on hit)
108
(103 on hit)
-14 1~91 Full Strike
Cross Cast Veil Off 0 Mid, Air 2 4 20 25 +3 1~19 Full Strike
Guard Thrust 0 Mid 15 5 26 45 -12 1~15 Full Strike
Guard Thrust
(Vorpal)
0 Mid 12 5 26 42 -12 1~12 Full Strike
Stand Shield - - - - - 24 - - -
Crouch Shield - - - - - 27 - - -
Air Shield - - - - Upon Landing 6 27 - - -
Concentration - - - - - 16~1201 - -
Chain Shift - - - - - 1 - 1 Full -

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.

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.
Note: There are some moves that are exceptions (mostly dive kicks).

Aerial Action Recovery
Aerial Action Landing Recovery
Empty Jump 0
Jump A/B/C Normal
Hit
0
Jump A/B/C Normal
Whiff/Block
2/3/4
Landing during
Jump Shield(4D)
6
Empty Assault 4
Assault A/B/C
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


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Eltnum
Akatsuki