eirei Posted September 3, 2012 Posted September 3, 2012 "League of overplayed badasses wearing trenchcoats." More like League of My Mains
Chipp12 Posted September 3, 2012 Posted September 3, 2012 If I remember right the most used in that Tournament vid were Yuzu (reminds me Senna from BBB), Vatista (Nu everyone?) and Merkava (Arakune+Hakumen?). Correct me if I'm wrong.
Isuna Posted September 3, 2012 Posted September 3, 2012 Could someone explain those gauges? Yuzuriha's gauge? Or all the gauges?
Hecatom Posted September 3, 2012 Author Posted September 3, 2012 http://beastnote.blogspot.co.il/2012/09/under-night-inbirth-how-to-play.html?spref=tw Usually the stuff on this site is far from useful, but at least they can be useful from time to time The System page has been added to the official website of Under Night: In-Birth yesterday. The very good news is not only it has no comeback mechanics, it also rewards better players big bonus. Here is our summary. There are only 2 gauges that you have to pay attention to, EXS and GRD. This game really requires strategy as both of them can fill each other. EXS (pronounced Exis) - It is on the bottom left or right of the screen. - This is similar to SF4's Super Combo gauge. - Full gauge is EXS 200%. Half gauge is EXS 100%. - It is used for EX version of special moves. EXS 100%+ is required. - By pressing A+B+C at EXS 100%+, the character will enter Veil Off state. In this state, you can use EXS moves as much as you want in limited time until the gauge depletes to 0%. (Veil Off consumes all of your EXS.) - Veil Off activation moment also works as "Burst" which pushes opponent away even under hit-stun. - In Veil Off state, you will also get GRD bonus from actions. - Ultimate moves called Infinite Verse will be usable at EXS 200% or in Veil Off state. - Ultimate moves called Infinite Verse EXST will be usable only at EXS 200% and while opponent has 30% life or below, and you must use between a combo while having max Veil Off. This is instant death move. GRD (Grind Grid) - It is on the bottom center of the screen. - Your GRD will increase if you are in a good situation, and decrease during a bad situation. - GRD Vorpal is activated each time after the circle is filled with light. If your GRD is more than opponent at the moment, the circle will turn into your color (red or blue) and you get the benefits. The circle will then be reset again after it is filled. There is a chance that the circle will always be your color if you can maintain the momentum. If both players have the same GRD when the circle is filled, the circle will turn white and no one gets the benefits. - In GRD Vorpal state, you do extra damage. - In GRD Vorpal state, by pressing D twice, you can convert all of your GRD into EXS gauge. This action is called Chain Shift. Moreover, Chain Shift will cancel the ongoing animations, returning you to neutral again so you can continue a combo or use it for frame trap. The GRD circle will turn white after using it. - You can boost your GRD by holding D. It can also decrease opponent's GRD. This action (called Concentration) consumes EXS. - You will get GRD bonus when blocking an attack using Shield. But if you get hit while using Shield, GRD Break will occur. GRD Break will reset your GRD. - Shield (press D while blocking) requires some EXS (around 20%). If successful, you will gain a lot of momentum in GRD. Other features - There are 4 buttons: A (light attack), B (medium), C (strong), D (EXS Action). - There is something similar to P4U's Auto Combo, called Smart Steer. You get a combo by pressing A>A>A>A. - Assault (forward + D) works like hop (for hop attack), midair is possible.
Sahgren Posted September 3, 2012 Posted September 3, 2012 So Chain Shift can only been done in GRD Vorpal now? Much better than just allowing people to RC whenever they had GRD available. The Infinite Verse EXST description is wonky... is it saying that it has to be comboed into while in Veil Off?
xlolxlolx Posted September 3, 2012 Posted September 3, 2012 those mechanics sound pretty solid if the metagame is primarily rushdown/offensive play
BladeOfJustice7 Posted September 3, 2012 Posted September 3, 2012 If I remember right the most used in that Tournament vid were Yuzu (reminds me Senna from BBB), Vatista (Nu everyone?) and Merkava (Arakune+Hakumen?). Correct me if I'm wrong. He plays nothing like hakumen, but he has some similar aesthetics to him, the echo-y voice, long white hair, and his face kinda looks like a mask. Though he's more of an arakune character if you will. So Chain Shift can only been done in GRD Vorpal now? Much better than just allowing people to RC whenever they had GRD available. The Infinite Verse EXST description is wonky... is it saying that it has to be comboed into while in Veil Off? From my understanding yes, they're trying as best as they can to make finishers hard to pull off but still somewhat accessible. You must reach your 200% meter THEN activate viel off while your opponent is under 30% already and then you combo into it. those mechanics sound pretty solid if the metagame is primarily rushdown/offensive play Yea, it requires you to always be active especially since characters like Gordeau and Yuzu can hit buttons from anywhere on the screen. It looks incredibly fun.
Agni Posted September 4, 2012 Posted September 4, 2012 Those mechanics are like anti-comeback mechanics, damn.
BladeOfJustice7 Posted September 4, 2012 Posted September 4, 2012 Those mechanics are like anti-comeback mechanics, damn. When you think about it that's true, but there is a sort of burst system as well.
Chipp12 Posted September 4, 2012 Posted September 4, 2012 He plays nothing like hakumen, but he has some similar aesthetics to him, the echo-y voice, long white hair, and his face kinda looks like a mask. Though he's more of an arakune character if you will. Yeah, I was talking about aesthetics (both Hakumen's and Arakune's) when I wrote about him.
Akiro Posted September 4, 2012 Posted September 4, 2012 Merkava looks pretty fun, is he a charge character?
Isuna Posted September 4, 2012 Posted September 4, 2012 All I know is that he got full-screen blockable throws.
Starlight777 Posted September 4, 2012 Posted September 4, 2012 Merkava looks pretty fun, is he a charge character? He isn't.
SolarMisae Posted September 4, 2012 Posted September 4, 2012 Vatista is the charge character much to my dismay. Oh well. Carmine looks plenty fun.
Hecatom Posted September 4, 2012 Author Posted September 4, 2012 (edited) Those mechanics are like anti-comeback mechanics, damn. When you think about it that's true, but there is a sort of burst system as well. The GRD Vorpal can be seen as a comeback mechanic too, since you can be losing but can get access to it, the difference is that it is not 100% free, and you have to at least once do something to get it. The Veil off can be used as one as well. Imo they are pretty much comeback mechanics (not that there are something wrong with that, done right they add more depth to the games). Edited September 4, 2012 by Hecatom
Agni Posted September 4, 2012 Posted September 4, 2012 I would count Veil Off as a "super-mode" mechanic more than a comeback one. It doesn't make you an instant god like, say, X-Factor. It just gives you free access to powered-up moves. You still gotta use them correctly.
Delrian Posted September 4, 2012 Posted September 4, 2012 It feels like the equivalent of MB's heat mechanic.
Hecatom Posted September 4, 2012 Author Posted September 4, 2012 I would count Veil Off as a "super-mode" mechanic more than a comeback one. It doesn't make you an instant god like, say, X-Factor. It just gives you free access to powered-up moves. You still gotta use them correctly. Comeback mechanics don't need to be like the X-Factor, you have stuff like the Guts System on GG for example, or the Heat gauge gain on BB, those are also comeback mechanics, then you have other stuff that can be used as comeback mechanics aswell, like the burst (including gold burst) on GG, the red heatl regen on mvc2, umvc3 & SG, the super bar gain while comboed on SG, etc, etc Comeback mechanics aren't new, and as has been shown on previous games, they can fulfill more than a single goal on the game
BladeOfJustice7 Posted September 4, 2012 Posted September 4, 2012 I believe any fighting game company can, will, and have made very well developed comeback mechanics, except Capcom. They just troll the FG community because they know their die-hard followers will buy their games no matter what.
Agni Posted September 4, 2012 Posted September 4, 2012 I know of a few people--Dev on SRK is one of them--who are so burned by Capcom's comeback mechanics that they rabidly hate ALL comeback mechanics. That's why I'm personally so hesistant around them to this day--I saw how much those people despised them.
Hecatom Posted September 4, 2012 Author Posted September 4, 2012 What the people need to understand is that just because is a comeback mechanic, it doesn't necessarily means that is automatically bad, also many people likes to forget that many of their beloved old games made on the good old days also happen to have comeback mechanics in them. Just because one company or one game has a bad implementation, it doesn't make it a bad idea. Another thing, i recommend to anyone to have their own opinion, is not a bad thing to see what other people think, but in the end try to have one of your own, and not just follow what other thinks., plus, just because someone that has some notoriety on his/her side says something, it not necessarily means that he is right. More importantly, try to inform yourself the more you know, the better chances for you to make an educated opinion.
Tachyons Posted September 5, 2012 Posted September 5, 2012 (edited) I have never heard of anyone accuse Melty Blood's heat system as a 'terrible comeback mechanic.' This Veil Off system doesn't even regenerate health! Edited September 5, 2012 by Tachyons
BladeOfJustice7 Posted September 5, 2012 Posted September 5, 2012 What the people need to understand is that just because is a comeback mechanic, it doesn't necessarily means that is automatically bad, also many people likes to forget that many of their beloved old games made on the good old days also happen to have comeback mechanics in them. Just because one company or one game has a bad implementation, it doesn't make it a bad idea. Another thing, i recommend to anyone to have their own opinion, is not a bad thing to see what other people think, but in the end try to have one of your own, and not just follow what other thinks., plus, just because someone that has some notoriety on his/her side says something, it not necessarily means that he is right. More importantly, try to inform yourself the more you know, the better chances for you to make an educated opinion. ^ You sir, have gotten so many likes from me in one day. And honestly Capcom is the only one who makes the most outrageous comeback mechanics, but because they're Capcom as opposed to SNK or ArcSys, people will buy their games, promote them, and say they're the based games EVER.
F. Wily Posted September 5, 2012 Posted September 5, 2012 (edited) Well, there have been much talk in the Hakumen discussion about it, but it seems like they are trying to make the characters less unique and make everyone play the same way. Hakumen's Zanshin is close to unusable now, which really was one of those things that made him unique. Someone said that they are trying to make Hakumen and Arakune less polarized, by making having no special gauge stronger and having max special gauge weaker. Once again, making them less unique and more like Ragna. They have removed Hakumens air dash combo, so now he jump cancels like everyone else. Even though Tager looks quite stable during the loketests, I think the fact he is supposed to do air combos now is just wrong by design. And the combos looks too short I think. And I didn't mind the slower pace of BlazBlue compared to other games, I am by no means a good player and now I have to hitconfirm stuff in half the time? Wasn't BB supposed to be a newbie-friendly GG? Ok, that is something that I am going to have to look into. I have this odd, sad hope that something in CP changes BB on a fundimental level. I know, I could be wishing for alot... till then P4A has been keeping the old GG player in me rather happy. On the other hand UN, as it is its first installment is still true to is orignal. I haven't played Melty Blood, so I don't know what people think about the differences but. It got shorter combos, just like CP is trying to go now. It is faster paced, just like CP is trying to go now. And I guess I could push my luck and say that characters are more like each other than in BB, but that is also the way CP is going. That is purposely done, and by design. French Bread has been on record on that "Hateful BlazBlue" as a target with UNIB. So that is not much of a shock for me. From what I have seen so far, UNIB seems to be the faster game compared to CP. That said, I have not seen a lot of video on CP loktest's so you'll have to take what I say with some salt. As I am simple guy, I will do like 90% of the Japanese players and play Yuzuriha. She got Hakumens sword sheathed, is very good looking girl and has an interesting system. So it was kind of a no-brainer for me. I will be honest. I like the way that Linne plays the only thing that I feel that she lacks is something that looks to give her a decent mixup game, but GOOD DAMN DAT SETH!! I am some torn between the two... Seth's movement options look crazy good, he has the old concept of MB-styled hitstun, the orbs look like they can set up alot, and due to his movement, he looks like he has some nasty Marvel-styled mixup potential. Seth is VERY hard to ignore. Hide seems, kind of bland but I figure that he's the best shot that I got to learning the flow of the game. Which seems important here... We'll see when the final product is out. What the people need to understand is that just because is a comeback mechanic, it doesn't necessarily means that is automatically bad, also many people likes to forget that many of their beloved old games made on the good old days also happen to have comeback mechanics in them. Just because one company or one game has a bad implementation, it doesn't make it a bad idea. That term has been overused, I think. And given the reaction over it with Marvel, seems to grown synonimous with a bad mechanic (nearly to the point of "Tripping"), which it's general not. Over all, it is a tool in the dynamic's of a match... in which the details are the main point. So long as everything is designed well, and has either a balance or is the ONLY factor that changes that dynamic of a match, you should be good. But again, it's all in the details. My big thing with them is this, does the mechanic hand the player a BIG advantage over the other, and to what degrees is that gap between the two players? If I can answer yes to both of them, then the game is giving a player an arbitrary advantage to the loser. That is something that I don't really enjoy. Edited September 5, 2012 by F. Wily Added point.
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