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Under Night InBirth playable at AOU 2012

OceanBlue

Member
As you'd expect, the characters with more straightforward spacing or obvious abusable stuff are doing better than those without. Lol, people can't get around those Vatista normals.
 

alstein

Member
My biggest problem with MB, and most doujin fighters(Arcana Heart is guilty of this), are the lifeless backgrounds.

Compare an ArcSys or SNK fighter and you'll get the idea.

This really is what turned me off of Melty Blood- the backgrounds to me looked as bad as say, Ranma 1/2 Hard Battle. That and the whole overemphasis on lolis and combos most dojin games have.

Also feels like Engrish for the sake of Engrish, doesn't have SNK's SamSho2-esque charm.
 

SAB CA

Sketchbook Picasso
I can forgive Doujin games for lifeless backgrounds; I'm sure they'd make some BG stuff, if fighter fans were satisfied with 8 characters to start with, but, well... that's not how things have been, for a LONG while.

Wouldn't mind seeing such things added in for home ports, though. Assuming success in the arcades, first off. I'd be perfectly fine with normal "Arcade modes" in home fighters, in exchange for a character or 2 + improved backgrounds, in many cases.

Would be nice if everyone could get away with the kinda stuff P4 Arena pulls off, though. Silhouettes and effects like glowing eyes and turning pages! With some more dynamic stuff in the BG, and the occassional thing like a reflective water patch on the floor or something.

Aquapazza still impressed me in this respect, it's BGs were more like some SNES era wackiness.

Anywho, I'd love to see some of the stuff of this game, but the lack of a nico account will leave me awaiting a youtube upload or something...
 

TreIII

Member
I can forgive Doujin games for lifeless backgrounds; I'm sure they'd make some BG stuff, if fighter fans were satisfied with 8 characters to start with, but, well... that's not how things have been, for a LONG while.

Wouldn't mind seeing such things added in for home ports, though. Assuming success in the arcades, first off. I'd be perfectly fine with normal "Arcade modes" in home fighters, in exchange for a character or 2 + improved backgrounds, in many cases.

Would be nice if everyone could get away with the kinda stuff P4 Arena pulls off, though. Silhouettes and effects like glowing eyes and turning pages! With some more dynamic stuff in the BG, and the occassional thing like a reflective water patch on the floor or something.

Aquapazza still impressed me in this respect, it's BGs were more like some SNES era wackiness.

On the other hand, I think ASW (especially now-a-days) sometimes borders on the other extreme: far too busy backdrops. That, along with their oft-superfluous HUDs, can make a mess of things. After all, the two people who are actually FIGHTING should still be the centerpiece of the action, right? :lol

I do hope French Bread can get more money so that they can start investing in materials that will allow them to have something better than BGs that look like early-2000s CG. But not at the cost of them sacrificing their sprite animation quality.
 

OceanBlue

Member
UNIB day 2 is FAR more tolerable than P4U day 2, in my opinion. I couldn't stand watching P4U for few weeks after it released. Day 2 for UNIB is so much better than day 1 that I can't understand how they got so good, considering the apparent lack of UNIB boards in arcades.

Edit: I'm not saying that they're all amazing now or anything, but I'm still impressed considering that it's day 2 and UNIB probably wouldn't get nearly the same amount of boards as a bigger game.

Also, I personally don't really care about stages so that's not a big deal to me. I just choose Training Mode or the airport stage on SF4 all the time because they're bright and everything is easy to see.
 

Busaiku

Member
It hasn't been announced.
I have my doubts, but hey, if Phantom Breaker, Vanguard Princess, and Yatagarasu made it, there's always a chance.
 

OceanBlue

Member
Persona 4 Arena wasn't like this!

P4U was awful day 1. At least people have 3-4k combos and resets day 1 in UNIB. P4U day 1 was just autocombos into neutral all day. People didn't even have oki or much meaty pressure because of P4U's wakeup speed.
 
R

Retro_

Unconfirmed Member
I do hope French Bread can get more money so that they can start investing in materials that will allow them to have something better than BGs that look like early-2000s CG. But not at the cost of them sacrificing their sprite animation quality.

I always thought that was a stylistic approach. Always felt they had a certain mood or atmosphere by being these empty battle grounds in combination with their soundtrack

I personally prefer it to overly busy ones like KoF13 and Blazblue. I mean in KoF you have stages so visually distracting that no one plays on them.

Persona 4 Arena wasn't like this!

This game doesn't have instant kills everyone falls victim to day 1

or mitsuru
 

TreIII

Member
I always thought that was a stylistic approach. Always felt they had a certain mood or atmosphere by being these empty battle grounds in combination with their soundtrack

I personally prefer it to overly busy ones like KoF13 and Blazblue. I mean in KoF you have stages so visually distracting that no one plays on them.

It may very well be. But I always did think it was weird how even the more "fantastical" backdrops like the "Great Cats Village" in Melty was so devoid of life, even in spite of the bouncy music that embodied the characters they represent (re: the Necos).

What I would like to see is French Bread possibly go on to cite the likes of Last Blade and its sequel. I could think of few games that were able to set a mood better better than those two games, and that was definitely a series that focused on atmosphere, and didn't have hundreds of things going on in the backdrop all at once.
 
Mann, I had this big post I put together hyping up random elements of the game until my Laptop decided to crap out on me. Don't make posts in notepad, lesson learned.

So I suppose this is going to be this game's pre-release thread until more news on a console version comes out? Fair enough. Really this has to be my most anticipated fighter for 2013 (assuming it ever gets a confirmed console / PC release date). Was a huge fan of Melty Blood and transitioning into UNIB is getting me really excited.

From link posted above ~ http://www.youtube.com/watch?v=pA2idM-Pz0w
0:00 - Gordeau vs Yuzu
5:55 - Seth vs Yuzu
11:29 - Linne vs Yuzu
17:06 - Seth vs Yuzu
20:23 - Hyde vs Yuzu
24:35 - Orie vs Yuzu
28:25 - Orie vs Gordeau
31:55 - Orie vs Yuzu
36:31 - Yuzu vs Yuzu
40:58 - Yuzu vs Yuzu

The good matches definitely start at 24:35 with Orie v. Yuzu. Definitely the best demonstration of all the different gameplay mechanics in the game. Unfortunately there doesn't seem to be any footage I've found of the instant kills in this game.

Rundown of mechanics ~ http://mayonakamidnight.com/showthread.php?556-Under-Night-In-Birth-Gameplay-Primer
Some fancy names for what basically is Bursts (cant use in combo), Push block (need meter to activate), and more or less what stuff we've come to expect from these types of fighting games. The interesting stuff is how these aforementioned features interact with "Grind" which the link goes into more detail about.
 

ponpo

( ≖‿≖)
Was a livestream, so you can't now! Oh well enough footage will get uploaded to youtube or something soon enough.
 

Busaiku

Member
The impression that I got from FinestKO stream monsters last night was that people in Japan do think this game is like Melty Blood underwater as well, and not too happy about that.
 

SAB CA

Sketchbook Picasso
Hm. She didn't look too bad, given the fact he kinda kicked her butt.

I never got huge into Melty, strongly due to lack of availability... but I like what I've seen of this game. Strong pressure and mixup game, unique looking refloat combos, nice air options, a unique focus on huge range...

Most of the people I talk to about Melty off-hand seem to be intimidated by it's systems and precision, so a slowed down, but just as flashy looking version of it seems like it could have a wider appeal...
 
More from Kyushu's Channel~

Gordeau v. Seth
http://www.youtube.com/watch?v=MtiFVVZMVeo
http://www.youtube.com/watch?v=SiYyzNVjuEc

Orie v. Seth
http://www.youtube.com/watch?v=Xj1ooVTGHGc

Orie is so Mitsuru it's not even funny. She's a charge character with more or less a Persona she can throw out on screen and she has the nerve to have instant overhead -> super as well, good times ^^;

Loving the cancel setups Gordeau has after his command grab as well. The second vid in that set was some really good stuff. Still waiting on more Linne / Waldstein though~

... and still no footage seemingly of any of this games instant kills. Odd.
 
R

Retro_

Unconfirmed Member
Weird that they can be used before the last round, despite the health restriction.

Kinda funny seeing characters get up from Fatality type moves though lol
 

OceanBlue

Member
More from Kyushu's Channel~

Gordeau v. Seth
http://www.youtube.com/watch?v=MtiFVVZMVeo
http://www.youtube.com/watch?v=SiYyzNVjuEc

Orie v. Seth
http://www.youtube.com/watch?v=Xj1ooVTGHGc

Orie is so Mitsuru it's not even funny. She's a charge character with more or less a Persona she can throw out on screen and she has the nerve to have instant overhead -> super as well, good times ^^;

Loving the cancel setups Gordeau has after his command grab as well. The second vid in that set was some really good stuff. Still waiting on more Linne / Waldstein though~

... and still no footage seemingly of any of this games instant kills. Odd.

Orie's not a charge character.
 

OceanBlue

Member
http://inbirth.info/chr_ori.html

Oops! Yup, that's what I get for assuming things off the bat. I'm going to try to save face and say I was thinking of Vatista ... yeah, let's go with that.

Lol, she is pretty similar though. She has Mitsuru's 5A, 2B, and a move that probably goes over lows/avoids throws like Mitsuru's 5B. Her droit can be ducked under though. Edit: Or maybe only the farther ones? I don't know. :<

Here's a stream archive that was found on Dustloop from GC Technopolis. Lots of Orie and Vatista.
 

Yeah, its nice to see people becoming more accustom with ways to use the system effectively. I saw a couple moments in there where, near rounds end, a person would use "Chain Shift" (this game's Roman Cancel mechanic) just in a neutral state in order to convert all their grind (central gauge, GRD) to meter. Going into the next round one's grind always starts at 0 but the meter is retained between rounds, really smart stuff.
 

OceanBlue

Member
Seth has a fast fall or he can just air short hop in 8 directions?

Seth has a fast fall. Someone translated his moveset on Dustloop.

seth

normals

&#65301;&#65313; &#38996;&#12398;&#39640;&#12373;&#12391;&#12398;&#27178;&#20999;&#12426;&#12290;&#12375;&#12419;&#12364;&#12415;&#12395;&#12418;&#24403;&#12383;&#12427;&#12290;
5A face height horizontal slash. hits crouchers

&#65298;&#65313; &#12356;&#12431;&#12422;&#12427;&#23567;&#36275;&#12290;&#20840;&#12461;&#12515;&#12521;&#12398;&#12394;&#12363;&#12391;&#12418;&#36020;&#37325;&#12394;&#19979;&#27573;&#12398;2A
2A weak kick. valuable low that all characters have

&#65322;&#65313; &#26012;&#12417;&#19979;&#21521;&#12365;&#12398;&#36468;&#12426;&#12290;
j.A diagonally downward kick

&#65301;&#65314; &#30495;&#27178;&#12408;&#20999;&#12426;&#25173;&#12358;
5B straight forward slash

&#65298;&#65314; &#12375;&#12419;&#12364;&#12435;&#12384;&#12414;&#12414;&#27178;&#12408;&#20999;&#12426;&#25173;&#12358;
2B crouching forward slash

&#65299;&#65314; &#23039;&#21218;&#12434;&#20302;&#12367;&#12375;&#12390;&#12398;&#26028;&#12426;&#12388;&#12369;&#12290;&#12522;&#12540;&#12481;&#12399;&#30701;&#12356;&#12290;&#23550;&#31354;&#12395;&#12388;&#12363;&#12358;&#12395;&#12399;&#12420;&#12420;&#21028;&#23450;&#12395;&#38627;&#12354;&#12426;
3B low profile slash. short reach. kinda hard to use as an anti air

&#65322;&#65314; &#24038;&#21491;&#12434;&#26028;&#12426;&#12388;&#12369;&#12427;&#12290;&#12417;&#12367;&#12426;&#12354;&#12426;
j.B left and right slash. crossup exists

&#12480;&#12483;&#12471;&#12517;&#65314; 2&#12498;&#12483;&#12488;&#25216;&#12290;&#21069;&#24931;&#24615;&#12388;&#12365;&#12398;&#33181;&#36468;&#12426;&#8594;5B&#12514;&#12540;&#12471;&#12519;&#12531;&#12398;&#26028;&#12426;
dash 5B 2 hit move. forward momentum knee->5b motion slash

&#65301;&#65315; &#27491;&#38754;&#12434;&#20999;&#12426;&#12388;&#12369;&#12427;&#12290;&#36861;&#21152;5C&#12391;&#12522;&#12540;&#12481;&#12398;&#38263;&#12356;&#25915;&#25731;&#12434;&#36861;&#21152;
5C frontal slash. followup 5c is a long reach attack

&#65302;&#65315; &#21069;&#39131;&#12403;&#36405;&#33853;&#12392;&#12375;&#20013;&#27573;&#12289;&#22320;&#19978;&#12391;&#12498;&#12483;&#12488;&#12377;&#12428;&#12400;&#12381;&#12398;&#12414;&#12414;&#12467;&#12531;&#12508;&#12408;&#12290;
6C foward jump axe kick high, comboable on ground hit.

&#65298;&#65315; 2&#12498;&#12483;&#12488;&#12377;&#12427;&#36275;&#25173;&#12356;&#12290;&#27178;&#26041;&#21521;&#12395;&#12522;&#12540;&#12481;&#12364;&#38263;&#12356;
2C 2 hit sweep. long horizontal reach

&#65299;&#65315; &#25171;&#12385;&#19978;&#12370;&#12290;&#23550;&#31354;&#12395;&#12418;&#20351;&#12360;&#12427;&#12364;&#12289;&#22522;&#26412;&#30340;&#12395;&#12467;&#12531;&#12508;&#29992;
3C launcher. usable as anti air but, standard use is for combos

&#65322;&#65315; &#19979;&#26041;&#21521;&#12408;&#12398;&#26028;&#12426;&#12388;&#12369;&#12290;&#30330;&#29983;&#36933;&#12417;&#12290;&#12417;&#12367;&#12426;&#12354;&#12426;
j.C downward slash. slow startup. crossup exists

&#65322;&#65302;&#65315; &#65302;&#65315;&#12398;&#31354;&#20013;ver&#12290;&#31354;&#20013;&#12498;&#12483;&#12488;&#26178;&#12399;&#30456;&#25163;&#21481;&#12365;&#20184;&#12369;&#12290;
j.6C 6C's air ver. strikes down on air hit.

&#65322;&#65298;&#65315; &#26012;&#12417;&#24613;&#38477;&#19979;&#12461;&#12483;&#12463;&#12290;&#23624;&#12460;&#12540;&#12489;&#21487;&#33021;&#12290;&#12498;&#12483;&#12488;or&#12460;&#12540;&#12489;&#21839;&#12431;&#12378;&#33258;&#20998;&#12399;&#21453;&#21205;&#12391;&#36339;&#12397;&#36820;&#12387;&#12390;&#28014;&#12367;
j.2C diagonal quick fall kick. crouch blockable. jump and float away in opposite direction regardless of hit or block.

&#12480;&#12483;&#12471;&#12517;&#65315; 5C&#27966;&#29983;C&#12398;&#12514;&#12540;&#12471;&#12519;&#12531;&#12391;&#25973;&#12434;&#20999;&#12426;&#12388;&#12369;&#12427;&#12290;&#12498;&#12483;&#12488;&#26178;&#12399;&#22721;&#21561;&#12365;&#39131;&#12400;&#12375;&#12395;&#36861;&#25731;&#21487;
dash 5C 5C's followup 5C's motion. blowback onto wall on hit and can be followed up

specials

&#32299;&#32283; (&#12411;&#12358;&#12400;&#12367;)&#12398;&#12475;&#12464;&#12513;&#12531;&#12488; &#65298;&#65299;&#65302;&#65291;&#65313;or&#65314;or&#65317;&#65336;&#65288;&#31354;&#20013;&#21487;&#65289;
&#35373;&#32622;&#31995;&#39131;&#12403;&#36947;&#20855;&#12290;&#35373;&#32622;&#24460;&#19968;&#23450;&#26178;&#38291;&#12383;&#12388;&#12392;&#30456;&#25163;&#12398;&#19968;&#24230;&#12469;&#12540;&#12481;&#12375;&#12390;&#24382;&#12364;&#20986;&#12390;&#12289;&#12498;&#12483;&#12488;&#26178;&#12399;&#30456;&#25163;&#12434;&#19968;&#23450;&#26178;&#38291;&#25304;&#26463;&#12375;&#36861;&#25731; &#21487;&#33021;&#12290;
&#12383;&#12384;&#12375;&#12289;&#30330;&#23556;&#21069;&#12398;&#35373;&#32622;&#29577;&#12395;&#30456;&#25163;&#12398;&#25915;&#25731;&#21028;&#23450;&#12364;&#12354;&#12383;&#12427;&#12392;&#28040;&#12373;&#12428;&#12390;&#12375;&#12414;&#12358;&#12290;
&#65313;&#12399;&#30446;&#12398;&#21069;&#12289;&#65314;&#12399;&#26012;&#12417;&#21069;&#12395;&#35373;&#32622;&#12290;&#65317;&#65336;&#12399;&#30446;&#12398;&#21069;&#12395;&#35373;&#32622;&#12375;3&#30330;&#39131;&#12403;&#36947;&#20855;&#12364;&#20986;&#12427;&#12290;
&#31354;&#20013;&#29256;&#12399;&#65313;&#12289;&#65317;&#65336;&#12364;&#21069;&#26041;&#65314;&#12364;&#24460;&#26041;&#12395;&#35373;&#32622;&#12377;&#12427;&#12290;
houbaku no segment (j.)236a/b/ex
setup style projectile. ball comes out after a fixed amount of time after being set and searches for the opponent once, traps them on hit for a fixed amount of time and can be followed up.
however, it will disappear if the opponent's attack hitbox hits the projectile before it launches the ball.
A ver. comes out right in front of you, B ver. comes out diagonally forward. EX ver. comes out right in front of you and shoots 3 projectiles
A and EX air ver. comes out in front and B comes out behind you.

&#21452;&#37390; (&#12381;&#12358;&#12371;&#12358;)&#12398;&#12532;&#12455;&#12531;&#12472;&#12455;&#12531;&#12473; &#65302;&#65298;&#65299;&#65291;&#65313;or&#65314;or&#65317;&#65336;
&#31361;&#36914;&#25216;&#12290;&#21028;&#23450;&#12399;&#24375;&#12367;&#12394;&#12367;&#12460;&#12540;&#12489;&#12373;&#12428;&#12390;&#19981;&#21033;&#12394;&#12398;&#12391;&#22522;&#26412;&#30340;&#12395;&#12467;&#12531;&#12508;&#29992;&#12290;
&#12383;&#12384;&#12375;&#12289;EX&#12395;&#12399;&#28961;&#25973;&#12364;&#12354;&#12427;&#12398;&#12391;&#21106;&#12426;&#36796;&#12415;&#12420;&#12522;&#12496;&#12469;&#12395;&#20351;&#12360;&#12427;&#12290;&#38553;&#12399;&#23569;&#12394;&#12417;&#12384;&#12364;&#20986;&#12375;&#26041;&#12395;&#12424;&#12387;&#12390;&#12399;&#30906;&#23450;&#21453;&#25731;&#12434;&#12418;&#12425; &#12358;&#12290;
soukou no vengeance 623a/b/ex
charge move. hitbox isn't strong and disadvantage on block so standard use is for combos.
however, EX ver. has invinicbility so it can be used as a reversal. few chances to use this but can guarentee a comeback.

&#28040;&#22833;&#12398;&#12467;&#12531;&#12501;&#12517;&#12540;&#12472;&#12519;&#12531; &#65298;&#65297;&#65300;&#65291;&#65313;or&#65314;or&#65315;
&#31227;&#21205;&#25216;&#12290;&#65313;&#12399;&#21069;&#26041;&#12408;&#65314;&#12399;&#26012;&#12417;&#19978;&#12408;&#65315;&#12399;&#12373;&#12425;&#12395;&#19978;&#31354;&#12408;&#31227;&#21205;&#12377;&#12427;&#12290;
&#25216;&#20013;&#12289;&#30456;&#25163;&#36817;&#25509;&#26178;&#12395;&#65313;or&#65314;or&#65315;&#12391;&#27966;&#29983;&#12290;&#12524;&#12496;&#12540;&#20837;&#12428;&#12391;&#27966;&#29983;&#24460;&#12398;&#20986;&#29694;&#26041;&#21521;&#12434;&#36984;&#25246;&#12391;&#12365;&#12427;&#12290;
soushitsu no confusion 214a/b/c
movement move. A ver. goes forward B ver. diagonally up C ver. goes up even higher.
during the move, a/b/c followup when near opponent. can choose which side the followup will come out on by inputting direction on the lever.
&#65313;&#27966;&#29983;
&#22320;&#19978;&#12395;&#20986;&#29694;&#12290;&#30456;&#25163;&#12364;&#39135;&#12425;&#12356;&#29366;&#24907;&#12394;&#12425;&#25915;&#25731;&#21028;&#23450;&#12364;&#30330;&#29983;&#12377;&#12427;&#12290;
&#27966;&#29983;&#12514;&#12540;&#12471;&#12519;&#12531;&#12395;&#20837;&#12427;&#12392;&#12365;&#12398;&#29305;&#27530;&#12456;&#12501;&#12455;&#12463;&#12488;&#12395;&#24403;&#36523;&#21028;&#23450;&#12364;&#12354;&#12426;&#12289;&#25915;&#25731;&#12434;&#21462;&#12427;&#12392;&#12467;&#12531;&#12499;&#12463;&#12488;&#12391;&#21453;&#25731;&#12377; &#12427;&#12290;
A followup
appears on the ground. attack hitbox will startup if opponent is in a state where they'd get hit.(lol im guessing the "state" is just being close to them)
followup motion has a special effect where you have a parry hitbox, if you catch an attack you counterattack with convict.
&#65314;&#27966;&#29983;
&#31354;&#20013;&#12395;&#20986;&#29694;&#12290;&#30456;&#25163;&#12364;&#39135;&#12425;&#12356;&#29366;&#24907;&#12394;&#12425;&#25915;&#25731;&#21028;&#23450;&#12364;&#30330;&#29983;&#12377;&#12427;&#12290;
&#31354;&#20013;&#12395;&#20986;&#29694;&#24460;&#12399;&#24517;&#27578;&#25216;&#12414;&#12383;&#12399;&#24613;&#38477;&#19979;&#12364;&#20351;&#29992;&#21487;&#33021;
B followup
appears in air. same prereq as above for it to come out.
you can use specials and quick fall after you appear in air.
&#65315;&#27966;&#29983;
A&#27966;&#29983;&#12514;&#12540;&#12471;&#12519;&#12531;&#12398;&#24460;&#12395;&#12532;&#12455;&#12531;&#12472;&#12455;&#12531;&#12473;&#12391;&#31361;&#36914;&#12290;&#12498;&#12483;&#12488;&#26178;&#30456;&#25163;&#12434;&#12381;&#12398;&#22580;&#12391;&#19968;&#23450;&#26178;&#38291;&#25304;&#26463;&#12375;&#36861;&#25731;&#21487;&#33075;&#12290;
C followup
charge with vengeance after A followup motion. opponent is trapped in place for a fixed amount of time on hit and can be followed up.

&#31359;&#36890; (&#12379;&#12435;&#12388;&#12358;)&#12398;&#12506;&#12493;&#12488;&#12524;&#12452;&#12488; &#31354;&#20013;&#12391;&#65298;&#65297;&#65300;&#65291;&#65313;or&#65314;or&#65317;&#65336;
&#31354;&#20013;&#12363;&#12425;&#26012;&#12417;&#19979;&#12395;&#21521;&#12363;&#12387;&#12390;&#31361;&#36914;&#12377;&#12427;&#12290;
A&#12392;EX&#29256;&#12399;&#25171;&#25731;&#12289;B&#29256;&#12399;&#31227;&#21205;&#25237;&#12370;&#12290;
sentsuu no penetrate j.214a/b/ex
charge diagonally downward from midair
A and EX vers are strikes, B ver. is a moving throw.

&#32618;&#21646;(&#12374;&#12356;&#12365;&#12421;&#12358;)&#12398;&#12467;&#12531;&#12499;&#12463;&#12488; &#65302;&#65299;&#65298;&#65297;&#65300;&#65302;&#65291;&#65313;or&#65314;or&#65317;&#65336;
&#30456;&#25163;&#12398;&#32972;&#20013;&#12395;&#20055;&#12387;&#12390;&#39318;&#12434;&#20999;&#12427;&#12467;&#12510;&#12531;&#12489;&#25237;&#12370;&#12290;EX&#12399;&#12381;&#12398;&#24460;&#12395;&#36861;&#25731;&#21487;
zaikyuu no convict 632146a/b/ex
command thow where you hop on their back and slice their neck. EX ver. can be folowed up afterward.

IW

&#36899;&#37782;&#12398;&#12493;&#12501;&#12449;&#12522;&#12454;&#12473; &#65300;&#65297;&#65298;&#65299;&#65302;&#65291;&#65316;
&#28961;&#25973;&#12354;&#12426;&#12398;&#31361;&#36914;&#31995;&#20081;&#33310;&#25216;&#12290;&#23041;&#21147;&#12418;&#39640;&#12356;&#12290;
rensa no nefarious 41236d
charge type crazy dance(sounds retarded in english no matter what word i use) move with invincibility. damage is also high.

IWE

&#22659;&#30028;&#12398;&#12487;&#12451;&#12473;&#12479;&#12531;&#12488; &#65313;&#65291;&#65314;&#65291;&#65315;
kyoukai no distant ABC

special movement

&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503; &#65300;&#65300;or&#65300;&#65291;&#65313;&#65291;&#65314;
&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#12289;&#12496;&#12483;&#12463;&#20013;&#24460;&#31354;&#20013;&#12408;&#39131;&#12403;&#19978;&#12364;&#12427;
backstep 44 or 4ab
backstep, at the end of the backstep you jump in the air
&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#20013;&#12395;&#65297;or&#65298;or&#65299;
&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#27966;&#29983;&#12289;&#39131;&#12403;&#19978;&#12364;&#12425;&#12378;&#12373;&#12425;&#12395;&#30701;&#12356;&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#12434;&#34892;&#12358;&#12290;
during backstep 1/2/3
backstep followup, short backstep without the jump

&#31354;&#20013;&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503; &#31354;&#20013;&#12391;&#65300;&#65300;or&#65300;&#65291;&#65313;&#65291;&#65314;
&#31354;&#20013;&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#12289;&#65297;&#24230;&#12398;&#28382;&#31354;&#20013;&#12395;&#65297;&#22238;&#12398;&#12415;&#20351;&#29992;&#21487;&#33021;&#12290;
air backstep j.44/4ab
air backstep, can only be used once each time while youre in the air.

&#24613;&#38477;&#19979; &#31354;&#20013;&#12391;&#65298;&#65298;or&#65298;&#65291;&#65313;&#65291;&#65314;
&#30495;&#19979;&#12395;&#24613;&#38477;&#19979;&#30528;&#22320;&#12377;&#12427;&#12290;&#19978;&#35352;&#12398;&#31354;&#20013;&#12496;&#12483;&#12463;&#12473;&#12486;&#12483;&#12503;&#12392;&#21512;&#12431;&#12379;&#12390;&#28382;&#31354;&#20013;&#12395;&#12381;&#12428;&#12382;&#12428;&#12389;&#12388;&#65297;&#22238;&#12398;&#12415;&#20351;&#29992; &#21487;&#33021;&#12290;
kyuukouka(quick fall) j.22/2ab
quick fall landing straight down. can only be used once each time youre in air same as the air backstep above
 
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