744Dante Posted February 8, 2013 Posted February 8, 2013 UNIB v1.03 Seth Combo Movie http://www.youtube.com/watch?v=LsZipd-g8a0
heavymetalmixer Posted February 8, 2013 Posted February 8, 2013 UNIB v1.03 Seth Combo Movie http://www.youtube.com/watch?v=LsZipd-g8a0 Just Awesome :D
Betto Posted February 8, 2013 Posted February 8, 2013 (edited) UNIB v1.03 Seth Combo Movie http://www.youtube.com/watch?v=LsZipd-g8a0 Whoa, Darker than Black music halfway through? Neat stuff. I liked the combo at 1:29 since it sorta reminded me of Hazama's j.C-mash combos, but it isn't C-mashing lool I wish there were more of these and less 4 hour Carmine videos... Edited February 8, 2013 by Betto
F. Wily Posted February 8, 2013 Posted February 8, 2013 UNIB v1.03 Seth Combo Movie http://www.youtube.com/watch?v=LsZipd-g8a0 My thoughts watching this video "Can someone please put Seth players on blast?"
Betto Posted February 9, 2013 Posted February 9, 2013 1.03 Carmine Combo Movie http://www.youtube.com/watch?v=Hbkwl5_2xcQ and 1.03 Yuzu Combo Movie http://www.youtube.com/watch?v=rkD1xQP1kPY Whelp, dunno if these were mentioned yet but I guess they weren't since almost everybody was sick of seeing Carmine or Yuzu lol It doesn't help that Carmine has a couple of ridiculous double Veil Off combos and Yuzu has this dumb (Dash?)5B -> 236A loop too
F. Wily Posted February 10, 2013 Posted February 10, 2013 The balance would change once they overhaul the combo system, right now many balance problems com directly of how the chars abuse the mechanics What would you suggest?
Abelcru Posted February 11, 2013 Posted February 11, 2013 I think having hitstun would be a good start.
F. Wily Posted February 11, 2013 Posted February 11, 2013 I think having hitstun would be a good start. I am not sure about that, the game seems to have plenty of hitstun... I think that the biggest issue there would be the lack of decay on hitstun. Either there is none, or it is very lenient, which is not a surprise to anyone that played MBAC ver.A. Something that stacks during a combo would likely be the greatest answer here since it would force players to go for combos that don't burn time and yeld the biggest damage. Something that I have a concern with is that this game doesn't have much on the defensive side of the coin. All you have is shield and to be honest... most situations that I see players in don't benefit from using shield to get out of the situation aside from shifting the GND race into their favour. A guard attack or something that instantly resets the situation to neutral would be nice (granted, I am expecting something that would be somewhat high cost... like %100 exs or something.).
Hecatom Posted February 11, 2013 Author Posted February 11, 2013 What would you suggest? Well, i don't know, since i don't a single idea of what direction they want to take the game, neither what they are planning to do to overhaul it :/ I only know, that right now that all the top tiers are at the top mostly due how they are capable to abuse the current system. Depending on the changes that they make to the system without counting the changes to the characters many of them could become bottom tier easily imo. I am not sure about that, the game seems to have plenty of hitstun... I think that the biggest issue there would be the lack of decay on hitstun. Either there is none, or it is very lenient, which is not a surprise to anyone that played MBAC ver.A. Something that stacks during a combo would likely be the greatest answer here since it would force players to go for combos that don't burn time and yeld the biggest damage. TBH i wouldn't be surprised if this game doesn't have Hitstun scaling at all, btw does MB (any version) have hitstun scaling?, I only play MB casually so i am not in touch with some of the mechanics Something that I have a concern with is that this game doesn't have much on the defensive side of the coin. All you have is shield and to be honest... most situations that I see players in don't benefit from using shield to get out of the situation aside from shifting the GND race into their favour. A guard attack or something that instantly resets the situation to neutral would be nice (granted, I am expecting something that would be somewhat high cost... like %100 exs or something.). They really need to add more stuff for the defensive game, i guess that they thought that maybe it wasn't necessary due how ridiculous are some of the normals of the characters with their range and all of that
F. Wily Posted February 11, 2013 Posted February 11, 2013 (edited) Well, i don't know, since i don't a single idea of what direction they want to take the game, neither what they are planning to do to overhaul it :/ I only know, that right now that all the top tiers are at the top mostly due how they are capable to abuse the current system. Depending on the changes that they make to the system without counting the changes to the characters many of them could become bottom tier easily imo. My only question is, has French Bread been in contact with the players? Are they getting that input from "the ground" on ways that they can change the game? That in itself would be valuable. TBH i wouldn't be surprised if this game doesn't have Hitstun scaling at all, btw does MB (any version) have hitstun scaling?, I only play MB casually so i am not in touch with some of the mechanics It does, it something that they started to do in MBAC ver.B. I know that it improved greatly with MBAA... I have not been to into MBAACC, but from what I have seen and played, it was adjusted. From what I seen, it changed a few things. Is it for the better or worse is something that I can't say. They really need to add more stuff for the defensive game, i guess that they thought that maybe it wasn't necessary due how ridiculous are some of the normals of the characters with their range and all of that Well that is the thing, given that this is the second series that they are doing... pattens have emerged. If there is one thing that I can say about MB as a series, it's is an aggressor's game... there is a rather good reason to why some look at Melty and put it along side of Marvel 2. With UNiB being much more combo heavy than melty, so I honestly don't think that they figured that this would happen on the meta side of the game. Guilty Gear had a similar life till the discovery of burst in XX. Where, before XX, once a opponent gets started... nothing can really stop them outside of DAA (which was still really bad). Burst was something that ASW added more or less manipulate a situation from getting to one sided, which is why it's so limited... it would too strong otherwise in a game that is completely based on it's momentum. The reason that I think French Bread hasn't come to this conclusion yet is rather simple, this is their first pure momentum-based fighter (Melty is close, but it doesn't go nearly as far as UNiB).... it took ASW years before they figured that out. It might take French Bread a while before they understand that they NEED to manipulate some factors in a match to keep the tension going. Will this All.net update bring that realization? I don't know... I would not expect it, to be honest. Edited February 11, 2013 by F. Wily
wenzel Posted February 11, 2013 Posted February 11, 2013 Guilty Gear had a similar life till the discovery of burst in XX. Where, before XX, once a opponent gets started... nothing can really stop them outside of DAA (which was still really bad). Burst was something that ASW added more or less manipulate a situation from getting to one sided, which is why it's so limited... it would too strong otherwise in a game that is completely based on it's momentum. The reason that I think French Bread hasn't come to this conclusion yet is rather simple, this is their first pure momentum-based fighter (Melty is close, but it doesn't go nearly as far as UNiB).... it took ASW years before they figured that out. It might take French Bread a while before they understand that they NEED to manipulate some factors in a match to keep the tension going. Will this All.net update bring that realization? I don't know... I would not expect it, to be honest. Totally agree with this comment, its 1th pure game from French Bread, im really hype about a PS3 release.
xlolxlolx Posted February 12, 2013 Posted February 12, 2013 Something this game seems to lack is gravity effect......look at the Seth combos.......they never drop anywhere near the ground, but yeah they really need scaling on hitstun first.......fucking ridiculous how the average combo is like 15-20 seconds
ShinHezekiah Posted February 12, 2013 Posted February 12, 2013 The combos in this game remind me of Fate/Unlimited Codes, except they look slightly less stupid because you don't see characters bouncing off the ground with every air combo hit.
744Dante Posted February 12, 2013 Posted February 12, 2013 2/10 Akihabar UNIB Matches Part 1 http://www.youtube.com/watch?v=wZeAaHyI0UI
heavymetalmixer Posted February 12, 2013 Posted February 12, 2013 2/10 Akihabar UNIB Matches Part 1 http://www.youtube.com/watch?v=wZeAaHyI0UI Sion-san is kicking asses, as only she can do it!
Pichy Posted February 13, 2013 Posted February 13, 2013 (edited) Aaaaaaaand Part 2 demonstrates how pretty much every problem with the game stems from the meter gain those silly combos provide. If they were shorter but had equivalent damage then things'd probably be for the better. You get punished for blocking poorly/doing something dumb, but they don't get to build 250-300% meter and do EX moves/veil off straight away. From there, the GRD bonus from pushblocking probably needs a buff so the defender actually wants to do it more frequently, and so they have a better chance of chain shifting into some sort of punish instead of getting opened up by Carmine/Sion/Yuzuhira instantly. There's an interesting 2 player fighting game in there (hell, the Vatista vs Seth games after the Linne 175 hit Rei-style combo are a good example), but it's getting bogged down by a combo theory that just doesn't need to be there. Edited February 13, 2013 by Pichy
744Dante Posted February 13, 2013 Posted February 13, 2013 2/10 Akihabar UNIB Matches Part 2 & 3 http://www.youtube.com/watch?v=EYkaD3-NpYY http://www.youtube.com/watch?v=tCLXJCSXB0k
Hecatom Posted February 13, 2013 Author Posted February 13, 2013 Aaaaaaaand Part 2 demonstrates how pretty much every problem with the game stems from the meter gain those silly combos provide. If they were shorter but had equivalent damage then things'd probably be for the better. You get punished for blocking poorly/doing something dumb, but they don't get to build 250-300% meter and do EX moves/veil off straight away. From there, the GRD bonus from pushblocking probably needs a buff so the defender actually wants to do it more frequently, and so they have a better chance of chain shifting into some sort of punish instead of getting opened up by Carmine/Sion/Yuzuhira instantly. There's an interesting 2 player fighting game in there (hell, the Vatista vs Seth games after the Linne 175 hit Rei-style combo are a good example), but it's getting bogged down by a combo theory that just doesn't need to be there. Speaking of all of that, does UNIB have meter gain penalties after using stuff like EX or supers?
Akujikan Posted February 13, 2013 Posted February 13, 2013 Speaking of all of that, does UNIB have meter gain penalties after using stuff like EX or supers? Aside from the freeze to your GRD gauge after a Chain Shift, I don't think there is. One of the liberties that allow double Infinite Worth/Veil Off combos to be a thing. I could be wrong, but if it exists it definitely needs tweaked.
Hecatom Posted February 13, 2013 Author Posted February 13, 2013 Form the looks is like UNIB was designed with a lot of mechanics that don't have a counter measure to balance them, lol
Akujikan Posted February 14, 2013 Posted February 14, 2013 Form the looks is like UNIB was designed with a lot of mechanics that don't have a counter measure to balance them, lol From the looks of it, they just made everyone and everything super powerful from the get go. Even the GRD freeze after a CS was added after several characters could infinite with multiple CS's constantly resetting hitstun scaling. They also nerfed CS's into only resetting hitstun scaling if you used it while having half the GRD gauge or more, but even though Chain Shift was one of the worst aggressors, it wasn't the only source of shenanigans. The list of things they can do is long, EXS gain cooldown (or they could freeze it after you use a Veil Off or IW in the same combo like with GRD and CS), notably increase hitstun scaling (my personal choice of what would be best, even though several characters would need moves reworked to support the shorter combo system), add a gravity mechanic similar to MBAACC's, add either a dedicated Burst mechanic/gauge or go take another page from Melty's book with Circuit Sparks (or EXS, GRD, GRD Vorpal-burning equivalents). This upcoming version update has a lot of potential, but we'll see how much they're willing to take back to the drawing board. For the record, the game doesn't need ALL of these things, but one or two of them certainly wouldn't hurt.
F. Wily Posted February 14, 2013 Posted February 14, 2013 Speaking of all of that, does UNIB have meter gain penalties after using stuff like EX or supers? You know something that effects the GND gain would likely be a good idea.... Given the way that the GND works, it's likely that they might be giving to much GND on hit.
caiooa Posted February 17, 2013 Posted February 17, 2013 (edited) http://www.youtube.com/watch?v=XXku3qLUMnY&feature=youtu.be&a a proper a-cho tourney this time (not just a freeplay). It was a 2on2 with 4 groups, 8 mans (2 hildas, 2 merkavas, 1 gordeau, 1 yuzuhira, 1 carmine and 1 sion). I just don't liked the first hilda, but the rest was really cool to see. Edited February 17, 2013 by caiooa
744Dante Posted February 18, 2013 Posted February 18, 2013 UNIB 2/10 Kamata Footage Part 1 http://www.youtube.com/watch?v=0FAZNUc2KxM Part 2 http://www.youtube.com/watch?v=5ZTets81Uw0 Part 4 http://www.youtube.com/watch?v=X5ZNk7xU0HU Part 5 http://www.youtube.com/watch?v=lPGxRffJVXY
Pichy Posted February 19, 2013 Posted February 19, 2013 So is there a japanese wiki anywhere? I'm interested in seeing what they consider the tiers to currently be. From what I've seen of 1.03 it looks to me something like S: Carmine (ludicrious mixups, damage and meter gain), Yuzuhira (resets and teleport mixups for days, ludicrous meter gain, huge hitboxes), Vatista (high damage, very solid at both aggression and defensive play) A: Mysterious Eltnum, Hyde (both all-rounders, Sion with better mixups but worse damage), Linne (TIMEOUT), Gordeau (big hitboxes and damage), Seth (weaker Yuzuhira) B:Merkava (poor damage, doesn't seem to get much off his Neropit oki), Orie (inferior Carmine), Waldstein (doesn't seem to get enough reward whenever he gets in), Hilda (low health, poor defense when they get in, worse zoning than Vatista, worse damage than Vatista, combos always drop due to wonky hitboxes requiring the opponent to be in very specific spots when she first hits them) Can probably put Merkava and Orie up a bit, or move Waldy and Hilda into a C tier. Still not too bad considering the cast's size.
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