Arcadia Fighters

Under Night In-birth Exe:Late[st]: Discusión General

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

Under Night In-birth Exe:Late[st]: Discusión General

Notapor Charleekun » Mié May 27, 2015 12:00 am

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Página web: http://www.arcsystemworks.jp/unist/
PDF command list: http://www.arcsystemworks.jp/unist/images/playguide.pdf

Opening:



Nuevo personaje: Phonon


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Cambios respecto a Under Night in-Birth Exe:Late, los cambios que estén subrayados significa que pertenecen al segundo loketest, si un cambio está en negrita es porque estaba en el primer loketest, pero fue eliminado en el segundo.

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 ELIMINADO EN EL SEGUNDO LOKETEST
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.
If you're not in Vorpal, you can spend 100 meter and get GRD broken to perform Guard Thrust. (Used to be it used all the player's meter with 100 meter minimum)
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. recovery might have changed?
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.
On a successful counter, you can no longer cancel the punch followup into BC, making it easier to mash reflector
Dash C reach or duration increased
On hit, air hit 6C can be delay cancelled significantly longer
22C Cannon: Increased invincibility and damage
214B floats the opponent on the second hit a little (whiff prevention?)
A starter damage seemed to go back down - had been reported ~2700, now back at 2500
Due to 214B change, 214B>236C generally combos without causing a ground bounces inbetween
Corner A starter leads to over 3k, or 3.5k from Bs

in Vorpal:

BC damage AND untech prorate become less severe
236C possibly has more inv?
236B recovery significantly inc


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. EX 236 has some invincibility from frame 6 or something.
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)
His vorpal trait allows him to whiff cancel Azhi stuff
2A is a low
5BB is low invincible
5CC hitbox buffed
6C's hitbox increased near Chaos
2C hitbox and startup suspected to be buffed
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
Throw is comboable but you need to set up an Azhi special ahead of time to combo
Roll supposedly has more invincibility
Hide (22A/B/C) is now Air OK
214X (even EX) Can now be cancelled on hit or block. Can be jump cancelled on block. IC ver. has earlier cancel window
Hide (22A/B/C) is now Air OK. Does not get cancelled if your throw gets teched. EX Version counts as a separate move than A/B for cancels.
IW damage speculated to be increased (though min dmg suspected to be unchanged). No longer resets position on hit!
IWEXS damage increased by ~100.
If Azhi is destroyed, when you resummon him, he tracks on the opponent
Smart Steer changed: 5A>5B>5C>236A>623A>236C

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
FF can now be cancelled into normals. The animation is completely different, and seems to be a blockstring tool now
421C lost invuln decreased damage.
214C Nerfed Hitbox. Air blocked 236B into 214C doesn't work
EX DP Minimum Damage got nerfed
Seems like you cant get a guaranteed air UB from an air-blocked B gunshot
EX Gunshot seems to be a bit bigger and possibly do slightly more damage


Gordeau
Spoiler: show
Force Function has been given a name - Rusty Nail (ラスティネイル)
His vorpal trait is that his FF gains head invincibility
4B added - Does his Dash B on that spot, has a delay cancellable window
5[C] charges faster
2C has lower body invuln
Suspicion that 3C has an improved vertical hitbox. Seems like you can CS cancel his 3C.You can't combo into assimilation anymore off of it though (due to range obv)
Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice.
Grim Reaper reach shortened
C Aim (22C) invincibility removed. Reverted change to EX Aim where you couldn't combo from it anymore
Assimilation steals 1/2 the GRD it used to (?)
A Assimilation has faster start-up. Reaches as far as his normal Throw. Does 1200 Base damage and prorates more. full combo does 2100 after A Assim CS.
C Assimilation (214C) has invincibility removed
Someone definitely confirmed start of the round Grim Reaper into CVO for 5K but thinks someone can get more
j.B second hit can be crouch blocked
j.C increased hurtbox
Horizontal throw cause one bounce
A Mortal damage nerfed


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. Aerial warp has projectile invincibility on frame 1 (At least, the A version has...)
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?
got extended cancel windows on her dash B/C, by ~6 frames
Skewer(236) also might have gotten slightly faster startup. now scales more
Gloom's (214X) effect seems to have changed...
if you have all 3 buttons and then release you can release all 3 lynchpi s in rapid succession (?)
if you have at least 2 lynchpins held down you can now slide to swap button holds similar to Carmine (?)
In Vorpal, the use of FF takes only half a block
Health increased to 9801
Buffed cancellation period of 2cc
Divekick is now always +1 when spaced correctly
Throw damage buff
Low spike (22X) has a bigger hitbox
Ex forward spike (623C) does more damage and buffed the range
Lynchpin falls faster and now has a bigger size
Anti-dispersive (41236C) is invul during spinning motion

In Vorpal:

Ground Teleport > Aerial Teleport works in Vorpal only


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 seems more minus
3b range shortened 3B reaches farther (back to UNIEL), and is bigger (taller, basically), so easier to combo with after Orbiter A followup
Dash C lower body invincible
Something about FF > a orbiter not comboing.
Apparently if Hyde gets a CH FF starter and cancels into CCVO he gets up to 7000
Corner OTG into FF > A Orb doesn't link anymore
Possibly less inv on backdash 66C no longer has low inv
5A 1 frame faster start-up
5B's upward hitbox seems improved
Increased float on FF. ~5B>FF>236A is pretty difficult now.
If only Bringer's first hit connects, the opponent suffers from forced knockdown. Bringer second hit float a little higher.
Aerial Lotus CS-able on block if the sword hits the opponent. EX Cancel also added.
DP seems to do less damage or has worse proration (not specified on whether normal or EX)
You can CS all orbiters (including EX) on whiff.
22A/B have less severe prorate
The timing of Throw > XVO seems tough. You have to cancel it right as he pulls his leg in to kick them




Linne
Spoiler: show
Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu)
Vorpal Trait: FF>Roll Cancel only possible during the dodge animation Seems that roll's inv has been moved or reduced.
6B cancel window increased
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
EX Hien invincibility is back!
66C > Kuuga > 66 > j.A seems to pick them up higher on the j.A
214B-A>5C>63214A>5B>Minijump Kuuga>j.C>j.2B>2C>214A-A>6CC>236A>CVO>236C>6CC>236C>6CC>63214B>IW = 5940 damage


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. lower-body has projectile invincibility. CS-able
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. FF>Capture works
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. Each bug seems to search the opponent's location. They also jump after an aerial opponent.
Merkava's hurtbox during jump startup seems much larger. Start of the round mirror match j.2C loses to 5B
623B is amazing! 623B>22C>something lead pretty easily to 3800 damage


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) has less proration. can be cancelled. Increased untechable time.
Air A Command Order (j.214A): Less recovery. Aerial Order decreased block stun? Could be countered with an A attack after a Shield
Sealing Hoplon (22A/B/C): Knocks down
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
3B hitbox buffed: Hits crossup j.Cs

Still unconfirmed:

j.2C: minimum height is about 50% lower
B Command Order startup improved possibly

No sé por qué me sale este texto en negrita, pero no le han quitado nada de un loketest a otro.


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. Appears from behind the opponent. As a combo starter leads to good damage. About same amount of untechable time as 3C
Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health! Health about 9500
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

In Vorpal:

Walk is a little faster. Distance that normally takes 5 seconds goes in 3~4 seconds. Not confirmed if it affects his dash.
Fastfall attacks increased range. More accurately, the distance where you can activate the follow-up move is increased.
Increased the diatnce where Disappearance follow-ups are possible


Vatista
Spoiler: show
Supposedly can be CH'd now (?)
2B > 2B Command Normal added
2B+C Force Function Command added. Hits low. Start-up is the same as 5B. Recovery is 6~9 frames? has 2 more recovery frames
EX Somersault (28C) no longer has forced knockdown.
EX Fireball startup significantly decreasesd
Against Phonon in the corner, B Drill>2C doesn't work.
Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW works
Health about 10300.
Crystal blockstun and pushback increased possibly.
Only A Stella can be CS'd (Or was it always like it?)
Triple Miko and Triple Stella still possible.
C Drill vacuums more so it never drops.


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
[b]-> "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
D cancel re-added
D-paired moves (+D) re-added
Removed an unimportant D-paired stance icon relight glitch
Última edición por Charleekun el Dom Jul 26, 2015 1:26 pm, editado 4 veces en total
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Re: Under Night In-birth Exe:Late[st], info loketest

Notapor Charleekun » Sab May 30, 2015 2:39 am

Un par de cambios más de Eltnum que he visto en twitter

Eltnum
FF can now be cancelled into normals. The animation is completely different, and seems to be a blockstring tool now.
EX Gunshot seems to be a bit bigger and possibly do slightly more damage

También ha habido un stream de Narita y Raito esta tarde, Sourenga de dustloop ha hecho un resumen de lo comentado en él.

Some sort of summary what French Bread talked during their Ustream broadcast.


* It was tough telling "Something's coming.." all the time when they themselves didn't know when the news were going to get published...
* Vatista's & Merkava's birthday is something they have to create since people request their illustrations a lot.
* "Story glossary" is still in works. Look forward to it.
* No panties can be seen in the game as long as Narita works on French Bread.

* "I don't like how popular character Joker has become", Narita says. Joker is just a character idea based on a stupid joke about Arcadia magazine staff, but somehow he became well-liked character. No further plans of appearance, but if people really want him then French Bread will do something...
* "With Seth" and other male character's plates might be made if female UNI fans will request them. Create some Twitter hashtag campaign or something. But please, don't force us to create "With Wald" plate.



* Loketest was extremely popular. Much more popular than they had anticipated.

* No plans for second loketest.
* Even Narita doesn't know when UNIst releases in arcades. It's up to ArcSys.

* After UNIst starts to operate in arcades, they'll check whether to release more characters or not.
* Nothing to say about consoles. It's interesting whether it'll come out on PS3 or PS4, but that's all up to the publisher (ArcSys)
* Back in the old days, they might have played the new songs during the broadcast, but that's not possible anymore. Listen to the song when the game starts to operate in arcades.

* They also wanted to show more gameplay footage and talk about the balance changes, but those weren't allowed.



* Vanilla UNI can't be published, not even on Steam. There are various rights related problems.
* "We would like to release on Steam, but want to see how Arc's games, like Guilty Gear, sells on Steam before thinking about releasing UNI."


Resumiendo:

El loketest tuvo más éxito del que esperaban, se ve que mucha gente fue. Aunque no planean hacer más.
Por otro lado ni siquiera ellos saben cuando va a salir en arcade, eso ya es cosa de ASW. Una vez salga mirarán si sacan más personajes o no.
Sobre consola tampoco tienen mucho a decir, sería interesante saber si saldrá en PS3 o PS4, pero es cosa de ASW también.
Por lo visto no tienen tanta libertad como antes a la hora de mostrar temas y gameplay.
Debido a ciertos problemas con los derechos, el vanilla UNI no lo pueden sacar ni siquiera en Steam.
Que hablando de Steam, les gustaría sacar ahí sus juegos pero primero quieren ver como le va a los de ASW, como ahora el GGAC+R.

El resto son cosas random como que harán ilustraciones de estas del perfil de jugador como las que hay ahora de chicas sexys, pero con los chicos. Eso sí, solo si las fans lo piden, y que en cualquier caso no quieren hacer de Waldstein.
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Re: Under Night In-birth Exe:Late[st], info loketest

Notapor keilegend » Mar Jun 09, 2015 8:46 am

De momento me gustan mucho los cambios de Nanase sobretodo los follow ups que en la primera versión se podian fallar bastante, como lo han puesto ahora los veo mas precisos, como dije en el hilo del Dengeki espero que haya versión PS3/PS4 con crossplay ya veremos que pasa al final aunque supongo que para la versión de consolas quedan todavia unos cuantos meses.
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Re: Under Night In-birth Exe:Late[st], info loketest

Notapor Charleekun » Jue Jun 25, 2015 3:46 pm

http://www.arcsystemworks.jp/unist/

Nuevo (y parece que último) loketest del juego, empezó ayer y durará una semana.

Parece que han tocado un poco de nuevo a los personajes, cuando vayan saliendo cosas editaré el post principal.

Como curiosidad, estadísticas de personajes del primer día de este segundo loketest

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Re: Under Night In-birth Exe:Late[st], info loketest

Notapor nanaya shiki » Jue Jul 09, 2015 12:02 pm

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Re: Under Night In-birth Exe:Late[st], info loketest

Notapor keilegend » Jue Jul 09, 2015 2:30 pm

Menuda sorpresa que Nanase sea tan jugada, espero que en la nueva versión esté mejorada porque sin ser de las peores creo que estaba en un nivel mas bien medio.
Tengo muchas expectativas en esta versión sobretodo si cambian mecánicas para que los combates no se ganen o pierdan muchas veces por tiempo y también me gustaria un mejor equilibrio en la plantilla, en la primera versión creo que habia 3 personajes muy por encima de los demás, siempre habrá S tiers pero espero que en este la distancia entre los mejores y los peores esté algo mas reducida.
Junto con Persona es de las sagas nuevas que mas me han sorprendido y me alegra un montón que el juego tenga continuidad y puedan irlo puliendo poco a poco.
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Re: Under Night In-birth Exe:Late[st]: Discusión General

Notapor Charleekun » Mié Jul 22, 2015 5:18 pm

Bueno, mañana sale en arcade, he recopilado toda la info que se conocía en dustloop sobre cambios del último loketest, así que debería ser la información final.

Hoy ha habido un torneo de exhibición en un stream de Arc System Works, con un poco de suerte alguien lo ha grabado y lo podremos ver en breves.

Edit: aquí está

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Re: Under Night In-birth Exe:Late[st]: Discusión General

Notapor nanaya shiki » Jue Jul 23, 2015 10:31 am

https://www.youtube.com/playlist?list=P ... SVCk2wX9w_


lista de reproduccion con todos los combates creo
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Re: Under Night In-birth Exe:Late[st]: Discusión General

Notapor Charleekun » Dom Jul 26, 2015 1:25 pm

Tutorial de Phonon de French Bread donde de paso se puede escuchar su tema (este va al post original)



Un set Hyde vs Orie del primer día



Algún que otro torneo

http://www.youtube.com/watch?v=c9TkFgZ7wZU
http://www.youtube.com/watch?v=0_5RZz6SumM

https://www.youtube.com/watch?v=ZJskB5MXvwo
https://www.youtube.com/watch?v=bY1NftVdjsI
https://www.youtube.com/watch?v=rBnzraZ0yVY



Bonus



/helltpm
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Re: Under Night In-birth Exe:Late[st]: Discusión General

Notapor nanaya shiki » Sab Ago 15, 2015 7:10 pm

ARC REVOLUTION CUP 2015 Results UNDER NIGHT IN-BIRTH Exe:Late[st]

1. GO1-3151 (Phonon)
2. Kai (Seth)
3. Necro-tan (Akatsuki)
3. Rion (Seth)

5. boogie (Phonon)
5. GROVE (Akatsuki)
5. Neji (Byakuya)
5. Heihoo (Merkava)

9. Keisuke
9. Nishine (Orie)
9. Yomi (Linne)
9. Beku (Linne)
9. Notes (Carmine)
9. Kyou (Hilda)
9. Nekomiko (Vatista)
9. ROW

17. Desuo (Gordeau)
17. Honki
17. Jikangire (Linne)
17. Yagibee
17. Watanabe Shachou (Waldstein)
17. oushou Hittou (Byakuya)
17. Mabushin (Gordeau)
17. Dety
17. CROW (Merkava)
17. Taiga~ (Orie)
17. CROSS/SPEED
17. Roi (Vatista)
17. Suga (Hyde)
17. Myo (Akatsuki)
17. R.N. Ryuusei (Merkava)
17. Senaru
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nanaya shiki
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