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You're in pools and playing Akatsuki! Uh-oh, it's Phonon! What do you do?
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Endorph
Jul 22, 2009



Under Night In-Birth Exe:Late[st]. Buy it! On Sale Now!

What?

It's a fighting game by French Bread, who you may know from Melty Blood or, uh, Dengeki Bunko Fighting Climax, lol. It's main claims to fame are gorgeous sprites, good music, and an innovative GRD system where every few seconds one of the players gains a temporary buff based on the GRD gauge at the bottom, which goes back and forth in a tug of war based on the actions of the players. Despite being an 'anime' game, it's built largely around footsies and space control, compared to something like Melty Blood, while still having the flashiness and intricate combos people expect from 'anime' fighting games.

Is this a good game if I like Street Fighter?

Yes!

Is this a good game if I don't play fighting games?

Honestly, yes! Some of the characters have fairly easy execution barriers, and the GRD system, while complex, visualizes and makes mechanically obvious how the 'flow' of a match is going.

Is the story good?

quote:

Under Night In-Birth takes place in a fictional modern-day setting some time in the 21st century. A phenomenon called the Hollow Night (虚ろの夜 utsuro no yoru) has been enveloping particular regions of Japan once a month for several centuries. Each area engulfed in the Hollow Night is beset by shadow-like creatures called Voids (虚無 kyomu (Immortals (イモータル imōtaru) in Japan)) that utilize and feed upon a power known as "Existence", or EXS (イグジス igujisu). Normal humans cannot see or come into contact with Voids, but certain people have the potential to perceive them. Those who acquire this perception are targeted by Voids and risk either being consumed by them or losing their sanity. Under special circumstances, a person who maintains their sanity after being attacked by a Void can become a being known as an In-Birth (インヴァース invāsu). If a person or even an In-Birth becomes a fallen type of Void, their EXS transforms into FLS (ファルス farusu), the power source of the Voids and the man-made ancient being known as Autonomic Nerves (オートノミックナーヴ otomatiku neruvēsu), powered by Curse Commandment (呪戒 noroikai).

What?




What?

The chart is very clear.

What are some good resources for starting the game?

The discord is filled with tons of great resources for individual characters as well as things like frame data. It's also very active, so you can usually ask for advice on specific things. James Chen has a video series going over the game. Here's a primer on the GRD system.

What character should I play?

Here's someone else's overview. Here's a list of more indepth primers. Or you can see the next post!

Is there a tier list?

Yes, but just about every character is considered viable. Even the bottom two have gotten good results from people who are dedicated to them.

What should I do to start?

Just go through the tutorial and every character's mission mode. The missions are a series of combos that are fairly good, and the bottom few missions give you a quick overview of the character's various gimmicks. Do the combos until you feel absolutely stuck, then do the bottom missions to get an overview of the character, then move on. Do this for all the characters, then decide on a couple of characters you wanna practice. Practice their combos, fool around with them in training mode, then take them online and go from there. Don't be afraid to lose! Losing can be amazingly fun and instructive. Just focus on basic things per match, like landing a specific combo or not getting hit by a specific move the opponent's character has.

Where can I watch matches?

Chainshift is a great resource that lets you search specific characters or even specific matchups! There's also a fair number of UNIST tournaments on youtube.

Endorph fucked around with this message at 22:29 on Mar 16, 2019

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Endorph
Jul 22, 2009

Character Guide


Hyde
Gameplan: Blockstrings, mixup, having a solid bag of tools. He's a standardish Ryu-esque character with a fireball and a dragon punch, though his rekka series makes him standout a bit from that archetype.
Gimmick: Chip damage. That is, damage that's dealt even when the attack is blocked. All normals that use his sword deal it, and when he's in vorpal he deals even more.
Execution Difficulty: Mid. His blockstrings can be fairly complicated due to his rekka, and in general you need to understand how to keep people blocking more than with most characters.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Hyde

Hyde's gameplan is pretty simple. Use his solid tools to force people into a situation where they have to block him, then keep them blocking while he racks up free damage. When he's in vorpal his blockstrings deal near-combo damage, and if you let him control the pace for too long he can easily get you down to red heath without landing too many hits. His chip damage isn't insanely high, but it's high enough to be noticeable. However, chip damage can't kill in this game, so he's very open to 'magic pixel' comebacks, and while his tools are solid in a vacuum, he can easily be bruteforced by characters like Waldstein and Gordeau, or outranged by characters like Phonon. Some of his combos are also surprisingly intricate, too, and you'll have to become great at blockstrings. He's still a good character for beginners, especially if you want to learn how to keep people blocking.


Linne
Gameplan: Basic pixie character. Rushdown, pokes, insanely fast.
Gimmick: Mobility. She has a double jump and a dodgeroll. When she's in vorpal, her dodgeroll recovers faster.
Execution Difficulty: Low. She can get by mostly on her basic button presses/specials, and she can play relatively safely despite being a rushdown archetype. Plus, her combos are pretty easy.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Linne

Linne's a very, very simple character for people who love mobility. She's got some of the best pokes in the game, is very fast, and has surprising amount of reach thanks to her claymore. She's got some of the best moves in the game, including her fireball, which comes out fast and leaves the opponent blocking for ages due to its multiple hits. Her combo routes are also surprisingly simple for the most part, so she's a great character if you're just starting out and love going fast. However, she's not great on the defense, so you'll have to learn how to win neutral. Which is a good thing to learn!


Waldstein
Gameplan: Grappler with huge normals, a bit like Tager.
Gimmick: His claws can destroy projectiles. While in vorpal, his projectile causes wall bounce.
Execution Difficulty: Low. His combos are very simple, and he doesn't really have any complex requirements beyond knowing how to land his grab
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Waldstein

Waldstein's the slowest motherfucker on this or any other planet, but unlike a lot of grapplers he has very scary normals. Long reach, can combo out of a lot of them. Against certain characters, he can even play a mid-range or outright zoner style, which gives him flexibility that Zangief could only dream of. He also makes Assault, the universal upwards dash mechanic, put in work. However, being a grappler, he's still susceptible to being a bit gimmicky - a lot of his moves, including his projectile, are the kind of things you bust out once a set to scam a win. If you want a grappler, though, you're basically stuck with him. Fortunately, he's good.


Carmine
Gameplan: Huge blockstrings, mixups, and okizeme. He wants to get the opponent in the corner and then make them unable to play.
Gimmick: Some of his moves deal damage to himself in order to leave puddles of blood, that he can then manipulate with other moves. His throw and command grab heal himself. While in vorpal, he deals less damage to himself.
Execution Difficulty: Mid-High. On a technical level, you need to know how to keep an opponent blocking, with the added detail of managing his blood locations. On a more strategic level, you need to make sure you aren't killing yourself too fast.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Carmine

Carmine might seem like a zoner at first glance, and he can play that style if he has to, but that's just the thing Carmine does while he fishes for a chance to blow the opponent up. Once he lands a solid starter, his goal is to get the enemy in the corner and never, ever let them breathe. Go completely ham on every single button, have five different projectiles out, all that. If you see 'deals damage to himself' and read it as 'oh, that's a bit spicy, guess I shouldn't trade,' you're severely underestimating it. Carmine deals basically full combo damage to himself when not in vorpal, and its not uncommon for Carmine to land a ton of hits and still barely have a lead just because of how much he's damaged himself. You have to be very careful about which moves you use, and also careful about letting the opponent land any hits at all. Carmine can't kill himself, but managing his life is a huge deal, and his command grab isn't something you land often. Great if you absolutely love mixups, though, or if you've been playing Hyde and want to make the opponent block even more.


Orie
Gameplan: Solid pokes mixed together with using her summonable knight spirit (think Jojo's or Persona) to keep the opponent locked down.
Gimmick: Has a stand/persona, can do a flip over the opponent. Her backflip allows her to crossup the opponent and she can cancel it into air normals. While in vorpal, her flip is faster.
Execution Difficulty: Mid. While her gameplan is fairly basic, attacking in concert with her knight spirit can take some getting used to, especially in terms of timing things correctly.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Orie

Orie's a rushdown character who uses Thanatos, her knight spirit, to enforce her pressure. A lot of her moves are very safe on block thanks to Thanatos, so she can get into the opponent's face and stay there with some ease, where she can then use him for decent mixup and great okizeme. However, she lacks any real ability to pressure from fullscreen, and when she does open up the opponent her damage can be somewhat unimpressive. She's a great character if you like pressure games and thinking a bit, and Thanatos is simple enough to use that there isn't a massive execution barrier. Again, think JoJo's or Persona, if you ever played those games, and if you were massively into those games I'd say you should definitely give her a look. Polnareff and Mitsuru would be my big comparisons.


Gordeau
Gameplan: Gordeau's gameplan is 'gently caress you.' He's got huge normals with huge power behind them, great mid-screen pressure, and the ability to go on offense or defense as needed.
Gimmick: He can steal GRD with certain moves. This combined with his oppressive normals means that he can basically force advantageous situations.
Execution Difficulty: Low-Mid. He has strong buttons, and his combos aren't too bad, but can easily leave himself open if he plays too recklessly.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Gordeau

Gordeau's GRD stealing is a great 'cheat' to get you used to how the GRD system works, and his huge normals make him feel very safe to play. He's a very oppressive character, not in the way Carmine is, but just because it's almost impossible to win in a game of footsies with him. Nobody plays UNIST better than Gordeau does. However, he lacks a fullscreen projectile, and a lot of his moves are actually very slow, leaving gaps in his pressure. Against characters who can outreach him, like Phonon, he struggles. On the other hand, despite being ostensibly a footsies character, he's actually great if he can manage to get in the opponent's face, with a solid mixup game. Playing Gordeau is all about calling the opponent out, essentially, forcing them to play honest against a character who has some of the best raw tools in the game. Due to this, he's a great character if you want to get punched in the face in real life.


Merkava
Gameplan: His normals are even huger than Gordeau's, but he's even slower and more awkward.
Gimmick: ... but he makes up for this with the ability to fly. Not quite Magneto-style fly/unfly combos, but it's not far off from that kind of utility, even if he's much slower about it.
Execution Difficulty: Mid-High. Requires mastery of his ranges and his flight mechanic to play, and his flight is a mechanic entirely unique to him.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Merkava

Merkava's all about pokes, okizeme, and confirming random hits into the biggest combos in the world. He's a fairly versatile character, thanks to his access to a decent (if slow) air projectile, solid normals, and his flight giving him tons of angles to work, especially combined with his divekick. However, his normals can be traded with due to the fact that he's just stretching out his limbs, so he can't afford to play recklessly. He's a character who can punish his opponent's mistakes almost no matter the situation, and once he's punished one mistake he'll make you feel it three times over, thanks to the pressure from things like his worms and his flight. Merkava has so many tools that mindgames are a big part of his gameplan. You have to become a master of his movement and ranges if you want to play him, but with the right skillset he can be even more oppressive than Gordeau.


Vatista
Gameplan: Game's only charge character. Zoning, pressure based character with positional traps and a standard Sonic Boom/Flash Kick moveset.
Gimmick: She can't be counter hit. It's a pretty random trait, but it's nice to have.
Execution Difficulty: Very High. If you don't know what 'charge partitioning' and 'negative edge' are, don't start with her. Even if you do, don't start with her unless you've actually played a character who does one of those things. And even then, consider doing them both at the same time.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Vatista

Vatista seems like a zoning character who exists to lameout wins, and that's true! However, she often needs to go in if she wants to be fully effective, utilizing the lockdown from her bomb traps and her divekick to open the opponent up. Her normals are decent, if unexciting, so while she doesn't want to be in the opponent's face 24/7 she can definitely play offense. Her general strategy is to zone until she has an opportunity to go in, do so, land a combo, then go back out to repeat the process. However, her mix-up game is very bad unless she's got an advantageous situation already setup, so she can't really open the opponent up and has to rely on them opening themselves up. Hence all the zoning.


Seth
Gameplan: Rushdown/lockdown with his gimmicky orb projectiles and his seventeen dashes/teleports.
Gimmick: Can backdash in midair, something no other character can do. He also has a double jump and a fastfall.
Execution Difficulty: High. His combos are very intricate, and he's so fast that it can be easy to accidentally move yourself into a position where you can be punished. Also requires good knowledge of when/where to set his projectile.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Seth

Seth is insanely fast. 'Makes Linne look slow' fast. His projectile fires after a couple of seconds, and that combined with his solid, insanely fast normals means his pressure game is immense. Once Seth is in your face, he never gets off you. In addition, he has a great bag of tricks - Seth's biggest plan is to condition the opponent to react one way, then punish them for reacting that way. His combo damage is also some of the highest in the game. On the flipside, his HP is the lowest in the game, and in terms of raw reach/framedata his normals aren't great. He suffers when the opponent gets a chance to actually play, and god forbid he be the one blocking in the corner. In addition, his combos are very intricate, and you need to learn how to combo off a ton of moves due to how many ways he has to open people up.


Yuzuriha
Gameplan: Mid-range pressure, footsies. She's a character with a giant sword, and all.
Gimmick: Her specials connect into each other through an odd stance based system, allowing her to get easy combo damage off of stray hits. She's also got teleports.
Execution: Very High. Her combos are some of the hardest in the game, and even her basic pressure game requires a lot of knowledge of her mechanics and how to move her. I'll level, even I have barely any idea how her swordstance works.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Yuzuriha

Yuzuriha's an odd one. At first glance, she might seem similar to Gordeau, a mid-range character with a huge weapon, but unlike Gordeau she's a much more thoughtful character, all about space controls and mindgames rather than oppression through the sheer size of her normals. With her teleports, she can easily trick the opponent into whiffing and then punish them. However, her attacks are even slower than Gordeau's, and once someone's on top of her she doesn't have any real reversal options other than basic system mechanics. Her mistakes can be punished even harder than she can punish the opponent's. She's a very difficult character to play, but very rewarding the master.


Hilda
Gameplan: Zoning. She fishes for a knockdown from long range, uses her seventeen different projectiles to try and get you to gently caress up your blocks, then zones some more.
Gimmick: A lot of her 'projectiles' don't actually count as projectiles, meaning Waldstein can't eat them and moves that are projectile-invuln will still get hit. She can also teleport! While in vorpal, she regains some meter after using a super.
Execution Difficulty: Mid. You need to know how to keep an opponent out in anyway possible and survive if you're forced to go on defense. Good shielding is nice, for instance.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Hilda

Hilda's range is massive, and she's essentially the game's only true-blue, dedicated projectile spam character. She's got some very tricky fullscreen overheads, almost all of her combos lead to knockdowns, and she can fill the screen with her bullshit. However, some of her moves are so slow that if the opponent blocks they have time to punish if they're in range, and once the opponent is in on her she just kind of has to take it outside of praying to land a random crouch jab.


Eltnum
Gameplan: Fairly standard speedy pressure character with a lot of gimmicky combos. Very, very reliant on okizeme.
Gimmick: Has a gun. Specifically, her gun has an actual bullet counter at the top. She can fire 13 rounds before having to reload, and if she times her reload correctly, Gears of War style, she gets some bullets that have increased damage and put the opponent into hitstun for longer.
Execution Difficulty: Mid-High. Managing her bullets is an obvious consideration, but she also requires good knowledge of how to mix an opponent up after a knockdown.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Eltnum

She's a fast rushdown character whose big tricks are her whip and her gun. Thanks to these traits, plus her air divethrow, she thrives when she lands a knockdown, forcing the opponent to guess which way she's going to go. Her damage is quite high in the right situations. However, her actual mix-up game when the opponent is standing and blocking is fairly bad, due to a number of her moves being fairly sluggish, and outside of her (again, fairly sluggish) whip, her normals are quite stubby. She's a bit of a risk/reward character, though not to the extent of someone like Seth. She basically just wants to get into someone's face and gimmick them until they're dead. She can manage a tiny bit of zoning with her gun, but it isn't reliable outside of giving her a tool in a handful of matchups.


Chaos
Gameplan: The game's dedicated puppet character. He's got a solid toolbox, but he needs to rely on his lizard, Azhi, to access them, as on his own Chaos has very basic normals and not much else.
Gimmick: As mentioned, he has a lizard, Azhi. Azhi is summoned when using one of his moves, but vanishes when hit and has to 'recharge' for a moment. He also has a reflector, as an added bonus.
Execution Difficulty: Mid. While in terms of raw execution he's surprisingly simple for a puppet character, managing two characters at once is still a consideration.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Chaos

Chaos and Azhi are characters that need to work in tandem with each other, Chaos covering for Azhi and Azhi covering for Chaos. They'd both be pretty crappy characters on their own, as Chaos has very basic, stubby normals, though decently fast, with his only gimmick being his reflector, and Azhi has fairly powerful and long-reaching moves, but with tons of delay on them. Put them together, and they can make up for each other's weaknesses. Thanks to that, they have a great offensive game, locking the opponent down and forcing them to consider two enemies at once. However, on the defensive Chaos is very, very weak, especially since if he's on the defensive that probably means Azhi is out of commission for the next few seconds.


Akatsuki
Gameplan: The game's most 'honest' character. He's a basic shoto with almost no real gimmicks to him, no weapon, and no super strong normals.
Gimmick: He has a double jump and an airthrow. Also a parry!
Execution Difficulty: Low. His gameplan is very simple. The only real trick with him is the fact that a couple of his normals change based on range from his opponent.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Akatsuki

Akatsuki's gameplan is to play UNIST at someone until they die. He has great anti-air options and reversals, but his normals, while having good framedata, are very basic kicks and punches without much range, and his fireball is good but not oppressive. He has to rely heavily on a solid neutral game and the decent tools he does have, but his reward is extremely high damage. B Tatsu.


Nanase
Gameplan: Using her extreme air mobility and ability to jump cancel to lock the opponent down.
Gimmick: Can cancel most of her moves into a jump using her force function, and can float in the air and control her descent.
Execution Difficulty: Low. The only real trick with her is her jump cancels, but unlike Merkava these are relatively simple to pull off.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Nanase

As mentioned, Nanase is the most air mobile character in the game, even more than Merkava. She uses this for rushdown and corner pressure, having great frametraps, a unique fireball, and the ability to dominate the skies in an otherwise very grounded game. However, despite her big sword, a lot of her normals have surprisingly low reach, and a lot of her mixup tools are a bit unsafe if used incorrectly. She's an alternate take on the 'main character' archetype that Hyde also embodies. If you really, really love jumping, she's a dark horse beginner character for people who like a bit more risk-reward and creativity.


Byakuya
Gameplan: Traps, rushdown. He wants to get in, knock the opponent down, then play simon says with them.
Gimmick: Can set spider webs. These webs not only deal a hit that leaves the opponent stunned for a long time when touched, they also steal GRD, similar to Gordeau. The opponent loses GRD even when destroying the webs with an attack, meaning Byakuya often dominates the GRD Game.
Execution Difficulty: Mid. Requires good knowledge of where/when to set webs, as well as understanding how to apply corner pressure.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Byakuya

Byakuya has longreaching pokes and his webs give him an amazing corner game. However, his reversal options are pretty mediocre, he has no real projectile, and his webs utility varies wildly depending on matchup. His pressure without his webs is also pretty bad, meaning he desperately needs the opponent to be in the corner, where his webs are much harder to avoid and deal with. He also is surprisingly unmobile compared to some other characters, meaning he relies more on his midscreen footsies then rushdown. However, his ability to punish is immense. While his execution can be a bit tricky, I'd say he's also an overlooked character for beginners with a bit more fighting game experience.


Phonon
Gameplan: Abuse her long range normals to get the opponent into a favorable position.
Gimmick: Her moves move the opponent around a lot, either pulling them in or pushing them back out.
Execution Difficulty: Low-Mid. She requires good knowledge of spacing and the exact range of her moves.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Phonon

Phonon's normals make Gordeau's look like Chaos's. As such, she's an amazing space control character, using her insanely long reach and fireball to dominate the screen no matter where the opponent is, forcing them into the corner and then keeping them there without ever having to get in their face. However, her anti-air options are somewhat lacking, and as you might expect if an opponent can navigate her pressure and get in, she has a hard time getting them back out. As a zoner, she's a decent option to start with if you like that kind of style.


Mika
Gameplan: Get in the opponent's face, mix them up, never, ever get out of their face.
Gimmick: Like, two of her normals can destroy projectiles?
Execution Difficulty: Mid. While her own mechanics are very simple, due to her limitations she requires a solid grasp of the game's universal mechanics in order to put in work.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Mika

You might not expect it while looking at her, but Mika is actually one of the fastest characters in the game in terms of runspeed. Her normals, while not long-reaching, are big, giving her solid corner options. In addition, she can punish people who rely on shields with her command grabs. However, she has literally no long-range options and fairly low damage for being such an offense-focused character. She has to run a high risk game just to get in, and once she's in on the opponent she has to keep gambling to stay on them. She requires a lot of system knowledge to make up for her own shortcomings, but with that knowledge it can seem like it's impossible to keep her out of your face once she's in.


Wagner
Gameplan: Pressure the opponent, score knockdowns, burn meter as much as humanly possible.
Gimmick: Some of her moves have guardpoints, and will block attacks as they come out. In addition, she can power up both her sword and her shield temporarily.
Execution Difficulty: Low. She's a fairly simple rushdown/pressure character, though knowing when to power up her weapons and how to burn meter are important.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Wagner

A ton of Wagner's moves move her forward, and this gives her a constant, encroaching pressure that she can abuse. Once she's in on someone, she can keep her pressure going basically as long as she has meter, and she builds a lot of meter from her moves. However, her normals are fairly low-ranged relatively speaking, and she can have difficulties closing in without having to go ham recklessly. In addition, a lot of her overheads are very telegraphed. She's a very high-damage character with a lot of safe options and the ability to take the opponent to the corner no issue, but she's very much about getting herself rolling, even if she has a lot of tools for doing that. A solid beginner character if you love big damage, staying on the opponent, and doing supers.


Enkidu
Gameplan: Play video games. He wants to take neutral very, very carefully, wait for an opening, land a hit, then go all in.
Gimmick: Has counter moves. In addition, when he lands a counter hit, the opponent takes more damage and is in hitstun longer, meaning his punish game is truly ridiculous. Note that this mechanic is separate from actual counter hits, so it works on Vatista.
Execution Difficulty: Low. Learning the proper ranges/timings of his counters and when you can punish are big deals, but his combo routes are simple and his gameplan is easy to understand, with no secondary considerations.
Mizuumi: http://wiki.mizuumi.net/w/Under_Night_In-Birth/UNIST/Enkidu

A character arguably more honest than Akatsuki, Enkidu has no fireball, short-ranged normals, and his only reversal costs meter. However, his damage is good, and his combo game is slick. While his overheads are very telegraphed, his ability to punish an opponent's attempts to get out of the corner is very strong, and he can be incredibly threatening once he gets them there. He can also delay a lot of his normals, allowing for odd blockstrings that catch the opponent off guard. He's forced to play incredibly honestly until he has an opportunity to get his game going, though. Fair warning that he's considered the worst character in the game, but he still has strengths and some players have done well with him. However, he does take 10% less chip damage! Hyde has been hard-countered!

Endorph fucked around with this message at 23:16 on Mar 14, 2019

Zand
Jul 9, 2003

~ i'll take you for a ride ~ ride on a meteorite ~
this games fun. its even better than sfv if you can believe that

Marin Karin
Jul 29, 2011

What are you, compared to my magnificence?
This usurped Tekken 7 as my favorite modern fighting game. It's SO loving good. It's on sale on Steam as of this post so buy it and beat me up!!!

Endorph
Jul 22, 2009

It's not my favorite fighting game ever but of recent fighting games it's 100% my fave.

FYI I main Linne so don't trust any of my opinions on other characters.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Zand posted:

this games fun. its even better than sfv if you can believe that

not that hard tbh

Merilan
Mar 7, 2019

i also main linne and i still struggle with the concept of some characters just have like 3 times your range with their normals and how to deal with that

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
I'm still in a character crisis on this game but I like Merkava, Wagner, Mika, Hyde, and Yuzu.

Endorph
Jul 22, 2009

Merilan posted:

i also main linne and i still struggle with the concept of some characters just have like 3 times your range with their normals and how to deal with that

cry mostly

Merilan
Mar 7, 2019

Endorph posted:

cry mostly

i'm top tier at that

Erg
Oct 31, 2010

yuzu's walk animation is her humming to herself so she's top tier

Endorph
Jul 22, 2009

Merilan posted:

i'm top tier at that
but also kuuga can match range with a fair number of characters and it comes out pretty fast, air kuuga especially

though phonon still owns you

Hobojim
Oct 31, 2011


Really fantastic OP.

Game's good, tutorial is incredibly in-depth and has good information for all levels of player coming to the game, characters are fun. Orie's the best.

chumbler
Mar 28, 2010

Erg posted:

yuzu's walk animation is her humming to herself so she's top tier

Mika also has a pretty disrespectful walk cycle.

Hyper Inferno
Jun 11, 2015
I confuse myself playing Mika because I feel like I should be blocking overheads since I'm standing and then remember her crouch is just a head tilt.

Merilan
Mar 7, 2019

Endorph posted:

but also kuuga can match range with a fair number of characters and it comes out pretty fast, air kuuga especially

though phonon still owns you

yeah honestly the idea of like 'air block, air kuuga, drop to ground and dash forward to punish' from like half a screen away is perfectly normal in game but takes a whole load of Mental Energy to conceive as doable

Marin Karin
Jul 29, 2011

What are you, compared to my magnificence?
I play Phonon because she has a cute snake that constantly sandbags her attempts at being a mysterious chuuni. Also she named herself after the villain of a magical girl anime.

Endorph
Jul 22, 2009

Hyper Inferno posted:

I confuse myself playing Mika because I feel like I should be blocking overheads since I'm standing and then remember her crouch is just a head tilt.

this is mikas most powerful and dangerous tool because the opponent has the same thought

Smoking Crow
Feb 14, 2012

*laughs at u*

post in op please

https://www.youtube.com/watch?v=Ha92kr_A6zQ

Shadow Ninja 64
May 21, 2007

"I stood there, wondering why the puck was getting bigger...

and then it hit me."


I like Waldstein because he grab a guy and throw a guy sometimes like 4 different times in one combo and he can combo into godpress meat sqausher thing. Ok thanks.

Also Byakuya was fun in UNIB

Red Alert 2 Yuris Revenge
May 8, 2006

"My brain is amazing! It's full of wrinkles, and... Uh... Wait... What am I trying to say?"
you should play this game because it's good, and to rack up easy wins against people like me, who are bad

edit: also i can't settle on who to main in this loving video game

Red Alert 2 Yuris Revenge fucked around with this message at 01:06 on Mar 15, 2019

mycot
Oct 23, 2014

"It's okay. There are other Terminators! Just give us this one!"
Hell Gem
I'm glad the diagram is in the OP.

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.
Hey you, reading this

play under night

Wrist Watch
Apr 19, 2011

What?

Carmine is hard to play but I loving love his personality and just going apeshit on dudes. It’s just so satisfying.

I really like Wagner and Akatsuki but I always end up back on my boy.

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
game is fun. good job op.

play akatsuki

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
https://www.youtube.com/watch?v=dkk0rsdolXM

Velveteen
Sep 17, 2011

I'm the type of pony everypony should know
I've been fiddling around with Hilda and I'm totally having a tough time playing her because I have to hold down the b button to drop a sword on stuff at the end of combos and thats super weird to me. Shes super stylish and I really like her attack aesthetics though.

Hyper Inferno
Jun 11, 2015
Add me on Steam too. I'm west coast and will be responsive during the evenings even if I'm not available.

https://steamcommunity.com/profiles/76561197990249509/

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
misc. akatsuki tips:

to get in, dash block a bunch. to do this, press 6ab to button dash and then immediately block. you'll sail forward and if someone tries to hit you you'll block, otherwise you'll do your step dash forward. you can also shield stuff and walk forward to take space and win the grd battle, and/or space yourself to anti air when the dude on netplay gets impatient and starts going ham with assault.

5b is a good poke. at 5b range, you can harass with 5b chained into 5c. If they block this, you can chain into 2a (whiff) to be -1, or 2b (hit) to be +0. If you hit, congratulations, you can do the following bnb: 5b 5c 6c (dash) 2c 5c 6c 214b for a little under 3000 damage and a knockdown. You can also do a similar bnb after hitting a 6c anti air.

If you get a hit in the corner, you can do something like 5b 5c 6c dash 5b j8b j8c rejump j8b j8c [214b or rejump air throw]. the 214b route does more damage, the air throw route gives better oki.

anti airs include 6c, 5c, 22x, 5a and air throw. 6c beats predictable jump-ins clean, but you need to be spaced properly. 5c is a little safer on whiff, you can convert it into an air series on normal hit. air throw is good vs stuff that stalls their air momentum, it does a good chunk of damage and you can get a full otg combo afterward. 5a is fine against point blank assaults, 22x is your dp anti air.

214b is punishable on shield, but if someone blocks 214B when you have vorpal you can chain shift the 2nd hit to do a high/land low mixup. If you have the meter you can also cancel directly into 236c to stay +. You can also tack 236c onto your combos that end with 214B to get a little bit of extra damage (not worth it usually).

If you have over a hundred meter and vorpal, most combos that end in 214b can be cancelled into ccvo-> infinite worth (ABC to ccvo, then ABC again to IW) to tack on an extra 1000+ damage. It costs all your resources so only do this if it'll win you the round. If you have 200 meter you can do stuff like 214B>IW in certain combos without doing CCVO.

e: add me on steam too https://steamcommunity.com/id/breadblade/

dhamster fucked around with this message at 03:46 on Mar 15, 2019

RBX
Jan 2, 2011

How many PS4 people do we have?

Dias
Feb 20, 2011

by sebmojo
JUst poppin' by to say Sajam's reactions to Phonon are me irl:

https://www.youtube.com/watch?v=Vl48qGf1eG8&hd=1&t=283s

<press 4C>

Okay, I'm interested.

MechaX
Nov 19, 2011

"Let's be positive! Let's start a fire!"
I rebought it on the PSN sale after lending out my physical copy to someone to get good, so French Bread should I happy that I essentially triple dipped when including the PC version too

I would also like to play Orie but I'm shallow and I hate her theme song even though I like her as a character. Also, man, she does require some pretty clean inputs

Wrist Watch
Apr 19, 2011

What?

Velveteen posted:

I've been fiddling around with Hilda and I'm totally having a tough time playing her because I have to hold down the b button to drop a sword on stuff at the end of combos and thats super weird to me. Shes super stylish and I really like her attack aesthetics though.

I'm not sure if it works exactly the same way but I noticed with Carmine if you have the button held you can negative edge it while you're in blockstun, interrupting your opponent's pressure mid attack which loving owns. You can do some incredibly degenerate poo poo like laying a trap, backdashing, and doing 5D for completely free against some people with him. Maybe Hilda works similarly?

LazyMaybe
Aug 18, 2013

oouagh

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.

Golden Battler
Sep 6, 2010

~Perfect and Elegant~

interrodactyl
Nov 8, 2011

you have no dignity

Arzachel
May 12, 2012

I play Nanase because she's fun and can jump cancel her problems away

Endorph
Jul 22, 2009

Adbot
ADBOT LOVES YOU

MechaX
Nov 19, 2011

"Let's be positive! Let's start a fire!"

https://www.youtube.com/watch?v=9tqVv6qzN6o

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