Under Night In-Birth Arcade
Every month, since feudal times, a phenomenon called the Hollow Night brings forth invisible creatures called Voids. They feed upon a power known as EXS, a latent resource within every human, and they harvest EXS from those who are unfortunate to wander into the Hollow Night.
Gordeau the Harveste is a mercenary, a bartender, and one of the co-founders of Amnesia, an organization seeking to dominate the Hollow Night.
Gordeau and Chaos are starting to think that Hilda is going too far with her Re-Birth experiments. They think it's about the time to stop her before she turns into a Void.
Gordeau heads into the Hollow Night hoping to meet with Wagner and get some payback for Roger. However, he ends up meeting with Orie and hears that Wagner is away on probation. Gordeau continues towards the Abyss to find Hilda. In the end, convincing her to stop was useless and they end up fighting.
Gordeau defeats Hilda by breaking her Vessel and ending her ambition for a while. He and Chaos start to think about how to continue their search of the Crimson Knight during the next Night.
Similar to the Melty Blood series, the game incorporates three attack buttons of varying strengths (Weak, Medium, and Strong, also described as A, B, and C) and a fourth utility button (known here as "EXS Action", or D). The EXS Action button is used for certain actions, most of which utilize the EXS gauge.
The game includes a universal chain combo system, known as Passing Link, which is more free-form than the chaining system of other games as players can incorporate normal attacks in any strength order provided they do not repeat the same attack in the combo (i.e., players can chain C - A - B, but not standing A - B - C - standing A). This can be used to make slower C attacks safer on blocks by linking it into a quicker A attack.
The game also includes an auto-combo system, known as Smart Steer, which allows player to perform a pre-determined series of attacks by pressing the A button multiple times in quick succession. This string ends with an EX attack if meter is available, and can be used to ignore the repeating attack limitation of Passing Links.
Landing a non-A attack on certain frames of an opponent's attack can cause either a Counter (when interrupting a normal attack) or a High Counter (when interrupting a special attack). Both boost the hitstun for each attack in the combo, with High Counters increasing that bonus.
Throws are performed by pressing both A+D while holding the joystick backward or forward. They can be escaped (or "teched") for a limited time by pressing A+D.
The game's standard super meter is known as EXS Enhance, which is filled up by performing techniques and dealing/receiving damage. This can be used to enhance special moves (known as EX Special Moves), perform super moves (known as Infinite Worths), and activate EXS Actions. Each match starts with an empty gauge for both players, and any remaining meter carries between rounds. The bar itself is split into two halves, with 100% considered a half-gauge and 200% considered a full gauge.
By pressing all three attack buttons at once (A+B+C) while having at least 100% EXS, the player's character emits a shockwave that knocks the opponent away and enters a Veil Off state. While in this state, the EXS meter is turned into a bar that gradually depletes (based on the amount of EXS accumulated) and the player is given multiple buffs.
One of the most unique and prominent features of the game is the Grind Grid (or GRD), which is a 12-block gauge between both players' EXS gauges. This is primarily used for rewarding aggressive and tactical play, granting the more advantageous player a special temporary buff that unlocks new options.
Each round starts with the GRD empty, and players earn blocks from their side by continuously moving forward, successfully landing and blocking attacks, and using riskier evasive and recovery actions. However, they can also lose blocks by continuously moving backwards, getting hit by attacks, and getting their attacks teched. Some advanced techniques can also affect the GRD.
Throughout the match, a circular gauge in the center of the GRD, known as the Transfer State, replenishes itself every ~15 seconds. When it loops, the player with the highest amount of filled GRD blocks receives the GRD Vorpal buff (or GRDV). While in this state, they receive a 10% overall damage increase and can perform a special limited-use EXS Action (known as the Chain Shift).
In certain situations, the GRD can be "broken" due to improper use of the Shield technique or being broken out of a guard by a Veil Off shockwave. In this state, the GRD gauge will not accumulate, EXS Actions cannot be used, the Vorpal state is cancelled, and their opponent has priority for the next Vorpal buff. This can only be removed by blocking attacks and performing a Veil Off.
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