Arcadia Fighters

Under Night In Birth, nueva info+pantallas

Under Night In-Birth, Dengeki Bunko Fighting Climax, Melty Blood...

Re: Under Night In Birth, nueva info+pantallas

Notapor DóndeEstáMiCara » Vie May 22, 2015 3:29 pm

Qué suerte, empecé a UNIEL hace unos meses. No tener que meterme a un luchador varias versiones tras la primera es un alivio. Me gusta bastante el nuevo escenario, que es realmente lo que más me interesa, ya no tanto el personaje nuevo -que también- pues ya me estaba cansando un poco de ver siempre los mismos.

¿Han dicho algo sobre nuevos modos de juego que salgan del género -al estilo TekkenBall o semejantes-? Esa es otra pequeña pega que tengo con UNIEL, lo poco que ofrece más allá del puro título y sería fantástico que añadieran más que hacer. Espero que en general esta actualización -o parche- acabe siendo suficientemente carnosa como para convencer a algunos amigos míos de meterse, porque por ahora es imposible sacarlos del LoL.
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Re: Under Night In Birth, nueva info+pantallas

Notapor Charleekun » Lun May 25, 2015 9:44 pm

Bueno, terminó el loketest, de momento esto es todo lo que ha ido comentando la gente que lo ha estado probando, cortesía de dustloop.

Recordemos que es un loketest, por lo que es posible que la versión final no sea exactamente así.

Mecánicas e info general del juego
Spoiler: show
First Attack Feature added. The character who lands the first hit will now be rewarded with Vorpal status unless vorpal has already been awarded to a player
Cross Veil Off (XVO) added - Ability to Veil Off during combos. Resets the bounce restriction during combos. Not cancelable from Throws
It seems like doing crosscast VO has a CS bar drain of sorts so EX > IW seems guaranteed even at exactly 100.
Random-icon has been removed from Character Select screen. Hold the stick upwards for random
Charge Partition Mechanics are still in
New Hyde vs Seth VS Theme added - Mutual Situation


Akatsuki
Spoiler: show
2A is a low!
Close range 5B added
Close range 5B > Far range 5B route works
5B has increased cancel-routes
Downed opponent can be picked up with close range 5B
2C doesn't scale as badly as it did before
Throw damage increased by about a 100
B Denkoudan (236B) increased bullet speed
A Hakubou (22A) is a signle-shot move now. Increased damage
A Hakubou increased hitbox!? It's not an aerial suicide, but you can continue with Denkoudan.
A Tekkou (214A) worse on block? About -4f. It's a free throw for the opponent.
Far range 5C doesn't whiff on crouchers!!
Kamikaze raw damage 3900
Assault j.B & Assault j.C won't whiff anymore
j.2C doesn't scale as badly as it did before.


Byakuya
Spoiler: show
Byakuya's IW has invincibility until the hitbox disappears
3C hitbox increased from above. Is now a better anti-air. Doesn't float a grounded opponent. Only charged version will. Supposedly has faster startup
You can now only drain GRD twice during a combo
Can cancel the last hit of 236C into 623C
623C connects to 236C and 41236D
FF doesn't scale as much anymore. You can combo 2900 damage from it.
Trap (214X) B-followup doesn't scale as much anymore.


Carmine
Spoiler: show
Force Function has been given a name - Roll up! (捲れ!)
Force Function is now Air OK. Stops momentum
Can immidiately use other normals after aerial FF. Loses the ability to block in midair after the move.
Overall 200-400 damage loss on combos
6B has worse proration, can't be cancelled into XVO
6C is a worse starter. Has same starter proration as 3B. Has no Head Invuln.
2C will always lose against Gordeau's 2C but 2A will always win
3C Hitbox got bigger
3[C] added. Has more reach than Merkava's 5B
Command grab deals 300-400 less damage
236X has worse proration, can't be cancelled into XVO
During XVO, 623C > IW cancel is added
2C>5BB>j6B or jABC?>2C>22A>CVO>dashC?>236A>J[C]>2B>2C>236C>623C>IW
3[C]>22B(puddle)>214C>2C>236B(2)>j6B>jCAB>2C>623A>dash C 3050 dmg
Can substitute 214C for 236C in the corner.
3[C]>22B not stable. Best to go for 3[C]>22C.


Chaos
Spoiler: show
Force Function has been given a name - Sneak Around (スネークアラウンド)
2A is a low
6C's hitbox increased near Chaos
Dash B counter hit is longer untechable. Invincibility removed.
Azhi is projectile invuln for his moves (Specifics down below)
j.2C and j.C float longer
Roll supposedly has more invincibility
Hide (22A/B/C) is now Air OK

Detailed specifics on Azhi's invincibility during his moves:

236A has p.invincibility
236B has p.invincibility until Azhi rises into air.
214X have no p.invincibility
Charged 214X has p.invincibility
623X p.invincibility
22X has p.invincibility until Azhi goes underground


Eltnum
Spoiler: show
Force Function has been given a name - Etherite Shift (エーテライト・シフト)
IC 3C added
421C lost invuln
214C Nerfed Hitbox. Air blocked 236B into 214C doesn't work
EX DP Minimum Damage got nerfed


Gordeau
Spoiler: show
Force Function has been given a name - Rusty Nail (ラスティネイル)
4B added - Does his Dash B on that spot
2C has lower body invuln (?)
Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice.
Grim Reaper reach shortened
C Aim (22C) invincibility removed
Assimilation steals 1/2 the GRD it used to (?)
A Assimilation has faster start-up. Reaches as far as his normal Throw.
C Assimilation (214C) has invincibility removed


Hilda
Spoiler: show
Force Function has been given a name - Tri-Furket (トライファーケット)
Hold B+C during Force Function and press 5A or 2A for a follow-up attack
Her IW(41236D) has now some invincibility
Aerial Teleport added. A warps behind the opponent. B warps into midair close to the opponent.
After CS, her Teleport (421X) can't be used. You also can't CS the Teleport.
Ground Teleport > Aerial Teleport works in Vorpal only
j.FF now floats the opponent like ground version, so difficult to continue the combo from it.
FF5A has reduced start-up and recovery
FF2A is an overhead.
ICFF2A can picked by 2A alone. 2C on counter hit.
ICFF can't be followed by C Teleport (421C)
j.A increased reach?
Gloom's (214X) effect seems to have changed...


Hyde
Spoiler: show
Force Function has been given a name - Vestige of Cruelty (峭刻ノ残滓, Shoukoku no Zanshi)
In Vorpal, chip damage increases. charged FF does really increased chip damage!
Throw damage increased a little
Lotus and Charged FF can be CS'd.
22C wraps at the end of the screen
Orbiter and Lotus can be CS'd
2a delay window increased
3b range shortened
Something about FF > a orbiter not comboing.


Linne
Spoiler: show
Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu)
Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has.
B Hien (63214B) is chargeable. Becomes a low. No longer an overhead.
Kuuga frame advantage has been slightly decreased


Merkava
Spoiler: show
Force Function has been given a name - I give beating (我、攪拌する, Ware Kouhan-suru)
236C has no bounce at all. Can still be combo'd in the corner without CS. The final 16th hit blows the opponent away, so you can combo on mid-screen if you CS before that.
j.2C is worse on block. Probably a free Throw for the opponent.
2nd hit of 2B draws the opponent closer
FF without additional inputs delas about 1400, with max mashing it deals around 1700
Dash B can be used as a combo part.
A and B worms (22X) can be set up faster. The move can be CS'd


Nanase
Spoiler: show
You no longer have to press the 6 direction for the followup of Nanase’s 236X specials. Chasing the Rêvé (236A/B/C) follow-ups can be done by pressing buttons only. Ex: 236A > 6A is now 236A > A
IC j.2C added. Bounds
Her vorpal trait is being able to use her Force Function twice in the air
5B, 5C and 2C hitboxes got buffed
B Ange (214B) has a really fast start-up now


Orie
Spoiler: show
Force Function has been given a name - Aerial Leap (エアリアルリープ)
Force Function is now Air OK.
Command Order follow-ups no longer require 214 command, 4+A/B/C will suffice.
2A,2B: Able to delay chain combos for a longer time. especially with 2B
5C increased hitbox width
3C lower-body invincibility
Aerial Leap (FF): Faster than before, almost seems faster than normal jump. In vorpal, can do FF>j.FF
Throw: doesn't launch her back quite as far as before, especially noticeable in the corner
Divine Thrust (236A/B): Increased lower hitbox. able to hit all crouching characters
A Divine Thrust (236A) will lose to Gordeau's 3C
Charged B Divine Thrust (236[b]) has less proration
Sacred Arrow (623A/B) can be chain shifted on wiff
Sacred Spire (41236C) can be chained shifted starting with the first hit (5 hit>CS lead to 4100 damage combo)
minimum damage on IW lowered by about 150
cross veil off and the first attack bonus work well for Orie

Still unconfirmed:

j.2C: minimum height is about 50% lower
Air A Command Order (j.214A): Less recovery
Sealing Hoplon (22A/B/C): Knocks down


Phonon
Spoiler: show
FF is chargeable?
j.6B getting hit by it this will make you fly (?)
236X looks like Reppuuken. Opponent flies diagonally
214X swings around her whip. Additional inputs max 3 times
623X Anti-air. Weird-looking pillar appears.
22X Pretty much like Hyde's 22X
IW(41236D9 Has pretty long invincibility


Seth
Spoiler: show
Force Function has been given a name - Geometry of the Abyss Raid (淵侵のジオメトリー, Enshin No Geometry)
Follow-up move for "Fastfall" added. Command is 4 + A/B/C. It's an air untechable kick
Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health!
5C reaches farther
66B Vacuums
Normal Throw does 120 more damage
Force Function now causes his orb to be on a separate SMP from normal orbs, allowing them to freeze again if an orb hit already
B Command Grab is an anti-air. Following up is difficult but possible. Can combo into it for free. Can combo out of it into fastest tk j.6C for hard KD off any hit now
EX Command Grab no longer side swaps
623C has more range
A Dive Hitbox improved


Vatista
Spoiler: show
Supposedly can be CH'd now (?)
2B > 2B Command Normal added
2B+C Force Function Command added. Hits low
EX Somersault (28C) no longer has forced knockdown.
EX Fireball startup significantly decreasesd
Against Phonon in the corner, B Drill>2C doesn't work.
EX FIREBALL startup has been significantly decreased. Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW works


Waldstein
Spoiler: show
Force Function has been given a name - Fersen Vulf (フェルゼンヴルフ)
1A can be cancelled into various moves
FF has faster start-up and causes wallbounce on hit
236C faster start-up
IW (41236D) might have its hitbox increased a little..


Yuzuriha
Spoiler: show
Force Function has been given a name - Twin Moon's One-handed Sword-drawing Arts Third Type: Sever (双月一刀流抜刀術参之型: 截, Sougetsu Ittou-ryuu Battou Jutsu San-no-Kata: Setsu )
Force Function is now Air OK
Now has 4 stance icons. One for D button as well
-> "D-cancel" (button switching on stance) removed.
Slide and D+button stance options seem confirmed removed
Overall damage nerfed
No good way to use aerial FF
Yaei'ichirin (214X) seems to have increased recovery


Y en palabras de uno de los mejores jugadores del país:

https://twitter.com/FM_gagasama/status/ ... 5146954752
Syachou's opinion (#2 player in the country) on the location tests. Thinks Akatsuki,Gordeau,Seth,Hyde,Linne,Vatista are the strong characters while rest are mid to strong. Also says he thinks they may have buffed Akatsuki to much lol


CREO que no me dejo nada... he añadido cosas que he ido viendo por twitter también.
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Charleekun
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Re: Under Night In Birth, nueva info+pantallas

Notapor Flownaway » Sab May 30, 2015 1:32 am

Interesante todo.
A mi el nuevo personaje me gusta, pero no me mata. Para unas pachangas está bien. El escenario si que me gusta bastante.

Pensé que nerfearían a Vatista (por ahora parece que no) y sobre todo a Gordeau, no entiendo que el esté igual de god tier con la de quejas que hay sobre el.
P4A Ultimax: Imagen
UNIEL: Imagen
SFV: Karin, Cammy, Birdie
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Flownaway
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Re: Under Night In Birth, nueva info+pantallas

Notapor Flownaway » Mar Jul 19, 2016 10:37 pm

Veo el post un poco olvidadillo. Mika Returna ha sido el último personaje presentado hace unas semanas:



La verdad es que me parece un poco meh. Jugablemente parece divertida pero en cuanto a diseño y personajes en sí era el que menos me interesaba. El juego tiene muchos personajes chulos para meter como para coger a la menos interesante.

Enkidu:

Imagen

Uzuki:

Imagen


Esos dos son mis preferidos en cuanto a diseño, aparte de los únicos que salían como NPC en el primer juego al final del arcade de Hilda. Yo creo que serán jugables y visto que sólo llevan dos personajes nuevos anunciados, diría que en consolas no lo sacarán hasta que añadan 4 más o una cosa así. Siendo un juego tan minoritario una "secuela" con sólo dos personajes nuevos no justificaría una compra.
P4A Ultimax: Imagen
UNIEL: Imagen
SFV: Karin, Cammy, Birdie
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Flownaway
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Re: Under Night In Birth, nueva info+pantallas

Notapor elmestre » Jue Jul 21, 2016 12:49 am

hay gente que no conozco que sigue jugando al uniel? hay grupo de whatsapp? estáis en el discord?
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elmestre
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Steam ID: e1mestre

Re: Under Night In Birth, nueva info+pantallas

Notapor Ryougi Kyo » Jue Mar 02, 2017 12:52 am

UNIEL sera uno de los juegos de este mes para ps plus, si alguien aun no lo tiene a estas alturas es el mejor momento para conseguirlo.
Imagen

Main/Learning:
BB: Makoto/Jin | DoALR: Hitomi/Naotora | KOF: Rock,Yuri, Kyo/ Muimui, Zarina, King
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Re: Under Night In Birth, nueva info+pantallas

Notapor Ryougi Kyo » Mié Abr 19, 2017 11:05 am

Imagen

Main/Learning:
BB: Makoto/Jin | DoALR: Hitomi/Naotora | KOF: Rock,Yuri, Kyo/ Muimui, Zarina, King
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Ryougi Kyo
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