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Posted

That's cuz this game isn't a traditional airdasher fighting game. Hell, Seth is the only character that has a backwards airdash, iirc. Instead, we get Assault, which is a move that launches you at your opponent whether you are in the ground or in the air. It's done by pressing 6D.

 

Oh, so everybody has a homing attack?  Interesting.

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Posted

So it's like an interesting fusion of an airdasher and something like Skullgirls with its 2 button air movement? I like the sounds of that.

Posted

Did anyone notice if this will have something like combo trials on console?

 

I could be wrong, but I'm like 90% sure that this game doesn't have a trial/challenge mode.

Posted

Guys, the game feels real fluid, the only bad thing is that dp inputs are strict.

Also air dash is only done with a+b.

Good thing IMO. Also I thought the only air movement was 6d in the air?

Posted

this macro was used alot in melty to acess iad (8>6+a+b), as you can't use 9>6 to get it there. I wonder how much it helps in unib...as it's already 8>6+d anyway...

Posted

What's the point of using an instant air assault when you can do the grounded version?

 

You can't cancel out of whatever attack you use into other moves with grounded assault. Air assault doesn't have that stipulation.

Posted

They have different animations, with different speed, reach, angle and proprieties. It's a char specific thing, so there's probably exceptions...but generaly the air assault have a more "straight" trajectory (instead of a arc) and goes further. Like C nanaya airdash compared to F nanaya, or C shiki airdash compared to H shiki.

 

Edit: there's what TaigaStyle just said for air assault. The advantage of the ground assault is making every air normal a overhead, even the one's that normally aren't (like yuzuhira j.a)

 

I remeber seeing Merkava and Hyde using the extra range of air assault close to the ground to extend combos.

Posted

melty had the same 6A+B/4A+B dash mechanic

 

fyi the timing for both button presses is 3f (at least in melty, gonna assume its the same in uni)

 

also dp timing is strict???? I guess it feels that way for people who've played newer fgs D: 

Posted
Posted

Preorder Pages

 

http://www.amiami.co...011367&page=top

http://www.play-asia...en-70-7pwv.html

 

 

It looks like amiami is sold out of both versions of the game... Should I try my luck and go with play asia?

Play Asia has never failed me when I preordered from them in the past, just make sure you choose Fedex Express shipping so you don't have to wait decades for the game to make it to your place. Compared to amiami in my experience theyre faster because amiami only has EMS which is done through USPS which is like a day or two slower but amiami has discounts and cool bonuses.

KEEP IN MIND that depending on how many copies they have preordered yours could be shipped a bit later than others who preordered much earlier, its a possible scenario. Another option would be to get a digital download which ideally is the fastest option to play the game right away

Posted
Posted

They were working before, but now they aren't, it seems. I forgot to save them, but I did jot this down (and they're still in the video, of course).

 

Training menu translation:

 

Pg 1:

Return to Training

Restart (the option is the center of the screen, so I'm guessing you can start at the left or right corner as well)

Command List

Hide the Menu Screen

Default Settings (I think)

Exit to Character Select

Exit to Main Menu

 

Pg 2:

Health Gauge (whether it refills or not)

Health Gauge Starting Point

EXS Gauge (set to refill, don't know if you can set it to halfway or not)

GRD Gauge (set to default, can probably force vorpal state for either player or turn it off altogether)

Counter Hit

 

Pg 3:

Dummy Controls (set to controller, obviously can select AI)

Guard (set to never guard, assuming standard options)

Guard Timing (set to default, I'm not actually sure what this option does, having guard come out at certain intervals?)

Throw Break (set to never)

Air Tech (this and the three below it are set to fuzzy kanji, but I'm assuming normal/neutral)

Ground Tech

Auto Recovery (I think)

 

Pg 4:

Dummy Playback Settings (I think)

Memory Slot

Display Playback Clock

Playback Timing (set to fixed interval, I believe)

Playback Type (not sure what types there are, but I believe it's set to normal)

 

Pg 5:

Display Damage

Display Inputs

Display Input Lag (I think)

Posted

Ok thanks a lot for that. 

 

Guard timing might be the option for the AI to either stop or start blocking once a gap is in a string. The 3 options for air tech should be back, neutral, and forward since those 3 options are possible if you tech in the air. I hope ground tech has a delay tech option and that you can do records and playbacks without having to pause the game every time.. same with resetting your position. 

 

All in all they just seem like the basic training mode options. I might be forgetting something that's not there though

Posted

melty had the same 6A+B/4A+B dash mechanic

 

fyi the timing for both button presses is 3f (at least in melty, gonna assume its the same in uni)

 

also dp timing is strict???? I guess it feels that way for people who've played newer fgs D: 

 

Yeah DP timing is a bit strict from what I've heard from people i played against. People rarely threw it out to be honest. I personally can't say for sure though, only picked Yuzu from the times I was playing

Posted

This game doesn't seem to have too many characters that have a reliable, meterless DP reversal anyway. Like, maybe 1/4 of the cast?

 

Still there a lot of 623 inputs, like in Seth's case.

Posted

I thought DP timing meant trying to input it on wakeup or something, not just inputting it in general.

 

Maybe I'm just dumb, this is very possible.

Posted

I dont think it'll be a issue if you play for a while

 

also in melty, training mode had a recover A/B/C/D option which would press A/B/C/D as soon as it recovered from block stun/hitstun/wake up etc, so I'd imagine page 4 might have it under playback timing? Totally conjecture though, but I'm hoping!

Posted

Just got back from Evo. This game was lots of fun to play. Nanase definitely feels great to play. Going to spend a lot of time with her when the game drops next week.

 

Quick Nanase note I noticed from playing that I didn't see mentioned. Her air wind projectile works very similar to Labrys new Bubble in P4AU in the sense that different buttons give different trajectories. 

- The A version goes straight out horizontally in the air.

- The other non Ex/Super versions of the move will somewhat slowly fall down to the ground instead and then rush forward along the ground. It goes almost full screen (?). Couldn't test it out if it actually goes full screen, Either way, it was pretty useful if people gave you enough room to fire it off.

- And then you have the Ex/Super version that you all already saw in the scans.

Posted

Uri_Woz went over a lot about her on his twitter during the event too. Her projectile sounds a lot more versatile than Hyde or Linne's. I really really really cant wait for this game

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