Under Night In-Birth Exe:Late Arcade

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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.

Many of these attacks end in death, insanity, or a human being transformed into a Void and the city of Kanzakai has been facing an ever increasing amount of cases of missing people due to these frequent attacks. Those who survive these encounters become beings known as In-Births, gaining the ability to manipulate their bodies natural EXS.

After surviving a Void attack, high school student Hyde Kido develops his own power after narrowly escaping with his life thanks to the assistance of his impromptu savior, a mysterious girl named Linne. She explains that on-top of being an In-Birth, she has been alive for the past 500-years and has been seeking a way to end her life permanently, with Kanzakai being her most recent stop on her journey. She explains that Hyde's newly developed ability holds promise in being the one to finally end her cursed existence and she has him make a promise to end her life when the time is right.

Before that however, Linne has her sights set on stopping a group of In-Births in town known as Amnesia, led by a woman called Paradox, from ascending to become a Re-Birth, a powerful existence that surpasses ordinary In-Births.

Like most arcade fighting games, UNIB uses an 8 way direction joystick (or pad), and buttons. There are 4 attack buttons in total: light, medium, heavy and EXS action.

As certain moves requires multiple button presses, UNI2 also presents macros for the home release. These include:

A+B: Dash Macro;

A+D: Throws;

B+C: Force Functions;

A+B+C (Cross Cast) Veil-Off, Guard Thrust, Infinity Worth (during CVO);

A+B+C+D Infinity Worth EXS.

Throws are unblockable attacks that grab the opponent. All characters have a basic throw that is performed with UNI.A.icon.png+UNI.D.icon.png that only hits opponents that are grounded.

Basic Throws have 4 frames of start-up. After those 4 frames of start up: the character is grabbed. After being grabbed there are 14 frames until the character is thrown. During these 14 frames, the character that was grabbed can escape the throw by performing a "throw tech". The character who teched the throw will recover 8 frames sooner than their opponent.

Some characters have unique throw attacks that, some of which deviate from the standard grounded throw.

The GRD ("Grind Grid") system is a very unique aspect to Under Night In-Birth, and a very important factor in the game.

The GRD is a tug of war that plays during the rounds of combat. Each character owns six squares on the GRD which they can attempt to fill by being aggressive, recovering/teching, shielding attacks, and using concentration. The GRD is lowered by back dashing, taking damage, using Force Function (UNI.B.icon.png+UNI.C.icon.png), getting shield blocked, throws getting escaped, and opponents using Concentration.

A timer shows itself as a repeating circle of progress in the middle of the GRD bar. It takes 16.5 in-game seconds to complete so it repeats exactly 6 times in a 99 second round. When the progress bar is filled, the character with the most amount of filled squares will enter a state called GRD Vorpal, which provides a 10% damage boost to the favored character.

Chain Shift has a 1 frame Full Invul startup, which then starts a timestop that lasts for 39 extra frames. The players can then asses the situation and input an action in case they are both on neutral state. There's an 8 frame buffer window for the player to input an action and a 3 frame buffer window for the opponent to do the same.

When using Chain Shift, the GRD is absorbed and transformed into EXS at a rate of 20 meter per box (up to 120 meter), at the cost of resetting the GRD to zero. Partial blocks do not get converted into meter. When using Chain Shift to cancel a move (normal or special), you get 8 meter per box if the move whiffs, and 12 meter per box on hit and block (40% and 60% of the total amount respectively).

The EXS System is quite simply the super meter, which uniquely is measured in large percentages; starting at 0.00, and going all the way to 200.00. Each character has two stocks (or halves if you will) to their EXS meter; the first stock is filled at 100.00, and the second stock is filled at 200.00

In battle, the EXS meter is filled up accordingly to damage that is taken and dealt, just like any good old fighting game super meter, which is bolstered by being in Vorpal. EXS can also be filled by using Chain Shift, which converts GRD into EXS.

EXS is used for the EX version of Special Moves, Infinite Worths, Guard Thrusts, Assault, and Veil Off.

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