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Under Night In-Birth Exe: Late [ST] - Patch Notes & Rebalance Changes


mynus
  • Hungry for information for the recent UNIEST loketest which took place May 22nd -24th, 2015 in Japan?

    Dustloop community members have been hard at work scouring twitter, other forums and community outlets for the information your looking for! A big shout-out goes to DL community member RurouniLoneWolf for compiling all of this information for us over on the Under Night In-Birth forums here on this site.

    Hit the jump for a breakdown of the rebalance and update, and see for your self if your character is getting a much needed boost, or unfortunate nerf!

Please note that the loketest build is NOT final, and is subject to change in the final version of the impending arcade release.

Links to the official website & command list PDF are included below for your reference.

UNIST Loketest News

Website

Command List PDF

Loketest #1: May 22-24th

Collapsed: General System Mechanics:
  • 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
  • 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.
  • 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



Collapsed: [/size:
Akatsuki]
  • 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
  • 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.



Collapsed: [/size:
Byakuya]
  • Byakuya's IW has invincibility until the hitbox disappears
  • metergain seemed to go down a bit apparently.
  • 2B vertical hitbox improved, can hit ppl jumping out now.
  • j.B also got buffed - either better lower hitbox or more active frames - either way its better air to ground now supposedly
  • 2C vertical hitbox improved like above, and hurtbox shortened
  • 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 also CS cancel his FF on block
  • FF doesn't scale as much anymore. You can combo 2900 damage from it.
  • You can now only drain GRD twice during a combo
  • has web feints
  • one of his cmd throws is like a counter (?)
  • Has Command throw feints
  • Can cancel the last hit of 236C into 623C
  • You can now combo off of 623C. 623C connects to 236C and 41236D, You can now
  • Trap (214X) B-followup doesn't scale as much anymore.



Collapsed: Carmine:
  • 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.



Collapsed: Chaos:
  • 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
  • 236C is now untechable
  • 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.

    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



Collapsed: [/size:
Eltnum]
  • Force Function has been given a name - Etherite Shift (エーテライト・シフト)
  • IC 3C added
  • 421C lost invuln
  • 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



Collapsed: [/size:
Gordeau]
  • 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
  • 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
  • Assimilation steals 1/2 the GRD it used to (?)
  • A Assimilation has faster start-up. Reaches as far as his normal Throw.
  • 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



Collapsed: Hilda:
  • 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.
  • 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. Can be special cancelled even on block
  • 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
  • fireball also might have gotten slightly faster startup
  • 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 (?)



Collapsed: Hyde:
  • 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! (ICFF does 400 chip damage? unconfirmed)
  • seems to have more severe overall move SMP.
  • 2A delay window increased
  • 3B range shortened
  • Dash C lower body invincible
  • Throw damage increased a little
  • Lotus and Charged FF can be CS'd.
  • 22C Wraps at the end of the screen
  • 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



Collapsed: [/size:
Linne]

Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu)


Linne can fucking cancel her FF into roll now. Like...FF Gordeau's 5C, roll cancel it and punish him
Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has.
B Hien (63214B) is chargeable. Becomes a low

Collapsed: [/size:
Merkava]

[*]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.

[*]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

[*]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

Collapsed: [/size:
Nanase]

[*]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. Seems to be hella plus on block, + even if shielded. It's useful for mixups etc since it can be made to landing whiff etc

[*]Her vorpal trait is being able to use her Force Function twice in the air

[*]5B, 5C and 2C hitboxes got buffed

[*]seems to have frame 1 low invincibility on Dash B

[*]B Ange (214B) has a really fast start-up now

Collapsed: [/size:
Orie]

[*]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

[*]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

Still unconfirmed:

Collapsed: Phonon:

Sourenga’s Translation of Her Profile

Sourenga’s Translation of Her Command List

Collapsed: Seth:

[*]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. Seems to be special cancellable

[*]Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health!

[*]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

Collapsed: [/size:
Vatista]

[*]Supposedly can be CH'd now (?)

[*]2B > 2B Command Normal added

[*]2B+C Force Function Command added. Hits low

[*]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

Collapsed: [/size:
Waldstein]

[*]Force Function has been given a name - Fersen Vulf (フェルゼンヴルフ)

[*]720 A/B/C added. Knockdown leaves you right next to them, and does ~200 bonus dmg

[*]When in Vorpal, Wald's Rock wall bounces even on the 2nd hit (airborne)

[*]1A can be cancelled into various moves

[*]66C startup is slower

[*]FF has faster start-up and causes wallbounce on hit

[*]236C faster start-up

[*]IW (41236D) might have its hitbox increased a little..

Collapsed: [/size:
Yuzuriha]

[*]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.

[*]-> "D-cancel" (button switching on stance) removed.

[*]Slide and D+button stance options seem confirmed removed

[*]Overall damage nerfed

[*]4B counter window shortened, followup range shortened, practically no vacuum effect.

[*]No good way to use aerial FF

[*]Air short slashes suspected to be nerfed

[*]Yaei'ichirin (214X) seems to have increased recovery

[*]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

[*]j.2C: minimum height is about 50% lower

[*]Air A Command Order (j.214A): Less recovery

[*]Sealing Hoplon (22A/B/C): Knocks down


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