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Posted

This is why I'm concerned about Carmine. Very good pressure, but virtually no mixup and he needs to sacrifice health in order to keep pressuring. It seems really hard to open up a patient player, which potentially kills what Carmine is good at

Disagree with him having "virtually no mixup". Just need to watch Nodes to see that it's not a problem at all.

A basic 50/50 you can do rely on blood saw or 214A to put the opponent in block stun then thanks to charged jC you can do:

-Charged jC(2)

-Fake charged jC>2B

-Charged jC(1)>2B

-Fake charged jC>throw

Except for the throw, you should be always safe. Another thing you can do is abuse his great throw game.

You can do for example as a blockstring:

5C>spin around>dash throw

5C>spin around>dash>backdash (throw bait)

5C>spin around>block (against opponent who would react to spin around and try to hit you while you're dashing. Spin around doesn't disappear on block but it does on hit.)

Spin around leads to really high damage as a starter too so the opponent always has to take big risks when Carmine is in throw range.

You also have to keep in mind that now, Carmine's chip damages are much higher than the health he invested. Particularly with spin around (tk it to reset pressure easily in a blockstring) when it's quite noticeable.

So no. His pressure is really strong and the opponent has to take big risks to try to get out or the pressure will keep resetting into 50/50 with his health getting chipped away quite fast.

 

Posted

1

it's not like crossup is the only way to break the defenses.

 

-with assault, every air normal becomes a overhead (even the one's that normally aren't). So literally every character can go for high/low variation.

 

-normal throw in unib is so fast (in terms of activation time and window to tech) as mb. Like in older SF games, you can't tech throw while in crouching (except if you are locked in blockstun). They can even be used when the opponent is locked in blockstun (but then, the window to tech is bigger).

There is a visible weakeness in throws compared to mb...in mb, if the regular throw is teched early, how much the opponent is pushed alway is changed slightly, and the player that attempet to throw is at a slight disadvantage. In unib, even if the throw is teched late this situation always happens. But still, this is a way to break the opponent defenses.

 

-instead of breaking the opponent defenses, it's always possible to incite them to press buttons with baits for 2a mash/reversals/veil off activations/shield/alpha counter/etc. The freedom in the chain system of melty make it easy to create blockstring with staggers, and unib chains system have even more freedom. This is....you can chain attacks in any order, and even acess 2 times the same normal with the autocombo. Chain shift can play a big role in it too...Senaru's akatsuki was using his divepunch (unsafe in whiff if done close) and waited...if the opponent pressed anything, he goes to chain shift>arc drive.

 

2

mb do have a crossup protection system too. It taked years for people to understand it properly, and by the end of the day crossups still exist when traps are setted up and then detoned. This is, F len 214x>214x, F aoko 421[x]>421x , C roa 214x>214x, Seifuku traps, etc.

https://www.youtube.com/watch?v=HIVQi5k7gbw

https://www.youtube.com/watch?v=t4dFleVjp-U

 

unib is a really really young game. I have doubts about how in-deep the crossup protection there is compreended, while not having 93 (31x3) characters should make it easier to test than MB.

Posted
. . .

2

mb do have a crossup protection system too. It taked years for people to understand it properly, and by the end of the day crossups still exist when traps are setted up and then detoned. This is, F len 214x>214x, F aoko 421[x]>421x , C roa 214x>214x, Seifuku traps, etc.

https://www.youtube.com/watch?v=HIVQi5k7gbw

https://www.youtube.com/watch?v=t4dFleVjp-U

 

unib is a really really young game. I have doubts about how in-deep the crossup protection there is compreended, while not having 93 (31x3) characters should make it easier to test than MB.

 

I get the basic idea of these two videos, but damn, I don't know japanese at all :(

Posted

The universal assault/throw mixup makes it really risky to tech throws. They'll get a bigger combo off of an assault and they still get to keep pressure even if you block it, making the more safe/better option in most cases. Which is why i think teching throws putting you at an advantage always and taking away their GRD is fair, since it's so easy to blow it up with assault or general stagger pressure strings from reverse beating and character specific specials.

Posted

Watching more and more vids, and one thing I really noticed is : the lack of cross up really kills what little mixup characters tend to have.

 

Most rounds last for at least 70 to 80 seconds, and the only way to break the opponent guard is to win the neutral game.

 

That's even more noticeable in high level matches. I'm really afraid it might kill the fun in the long term.

 

Looks like FB was so afraid of doing another Melty Blood that they completely nerfed that aspect of the fighting games.

MB has the same crossup protection system.

Posted

Re: Carmine's mixup...yeah I would definitely not say virtually no mixup ha. His mixup variations are all seeable/blockable based on timing and such, but he gets to do the majority of them completely safely since you're in blockstun the entire time, and no one is going to defend every option 100%.

Posted

MB has the same crossup protection system.

 

Heck, from the looks of things quite a bit of MB mechanics are in this game. But I myself can't say that with certainty cause I've actually never... you know played the game o.o;;

Posted

MB has the same crossup protection system.

I know, the difference is that MB is a slightly faster-paced game and has much stronger mixups than UNiEL, as well as more air movement possibilities (double jump into air dash).

 

Basically, if you were into corner under pressure you were pretty much doomed unless you can find an ex shield or bunker. And guard crush was here to prevent you from blocking ad vitam.

Posted

There is a snip that Sourenga translated that was from Fuse himself. might want to look at that. Something about the game not really having "real" crossups.


IMO it's not bad, the case that you actually break a guard and get damage is from either flinching or something like that which happens in every game I geuss? like for ex what looks like a short hop or small air dash ( i don't know all the mechanics in this game)  to make the person whiff throw for some pretty nice damage.  

 

Posted

Yay for the song info!

 

Yaten no Ori (Cage of the Night Sky) -Recurrence Starry night-

Singer: Yuuki Tedokon

Lyrics: Ryorca

Song: Raito

 

Cage of the Night Sky - Recurrence Starry night-, huh? I like the name. Suits the song and the game.

Posted

Hype levels through the roof.

Can't wait for Byakuya but i'm worried the combo creativity will be limited due to how many hits he deals on a lot of his moves. Theoretically it won't scale well but well, I guess we'll find out when it gets released! :)

Posted

When's black hole jokes... Serizawa confirmed Byakuya's IW is unblockable >_>

 

Also, menu music was cool. I'll probably start translating the stuff I saw in the video for the menu guide...

 

 

select_zpsccb8077a.png

Posted

We're doomed ;.;

 

On a more serious note, the unblockable might not be too bad. I need to see the reach on it and the start up. Nyakuya players probably won't be able to combo from it but it would still be neat just for the damage I guess. 

Posted

Ugh, missed the stream... just by an hour...

 

Oh well, I heard from people who watched the stream that this game was going to have a rematch button. That's pretty neat.

Posted

The stream seems to be rewatchable, unless that's because i have a nico nico douga premium account.

If that is the case then i might be able to record that stream and put in on youtube for the people who are interested in it

Posted

Yeah, timeshift/watching archives can't be done with the basic free account. If you try, it just prompts you to register for a Premium account. I don't think you have to go through all the trouble of recording it though. I'd be more interested to hear if you saw anything interesting during the stream. 

Posted

Somewhat uploaded the stream on youtube but i have to cut some parts out of the video because i recorded too much, since the rest of the stream was to promote other things

 

 

https://www.youtube.com/watch?v=Mc02OzD0OKk

 

 

Video should be fixed in an hour (or so) but you can already watch the UNIEL part around 3 minutes till 32 minutes of the video

Posted

Some notes because people are asking:

 

- Total amount of stages confirmed to be 15 (Meaning we've already seen all the stages)

- Stage select has changed a bunch of stage names compared to what they were named in the mook.

- There's no song select in Training Mode or Versus Mode (Probably none of the modes has it...). You just get randomly the theme of your character or the opponent.

- I love how the sound effect when scrolling through the menu is completely the same from Melty Blood...

- Nanase's no.1 color is named "Moulin à Vent"
- Byakuya's no.1 color is named "Midnight Spider"

- Byakuya's IW is unblockable. (You can still probably evade it with Chain Shift and stuff...)

- Nanase's DP deals additional hits if you mash the button. Raw EX version with max mash deals 16 hits and 2434 dmg (in Vorpal)

- Chase the Réve has three follow-up:

*overhead slam with the sword

*sting with the tip of her sword

*the one where she rises the opponent into air with tornado

 

 

(Raw damage + Vorpal Bonus)

 

Nanase

IW 3874 damage (Come on, in Veil Off with additional 10% damage it pretty much half-kills Seth >_>)
IWE 3650 damage

 

Byakuya
IW 3465 damage
IWE 3614 damage

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