Thanks for the feedback! Here's some things to add: 1. Combo damage will change based on distance for some moves (the closer, the higher damage. First hit does not change damage but the subsequent ones will). 2. You can see hit stun timer under the combo counter. (Thanks noah) 3. 4A can also be canceled into 4A (If you do 5A, you'll get Smart Steer). (Thanks jerrie) 4. Some characters such as Waldstein cannot cancel 2A into 2A. He can cancel 4A into 4A however. (Thanks heavymetalmixer)
Something to note on the OTG / wall bounce limit: it's actually shown in the UI! When the opponent is knocked down and you are out of OTG pickups, the hitstun bar that appears under the combo counter will turn orange
This will also happen during certain other situations. For example, Seth's Orb hit + j.214B Unblockable setup will automatically trigger the orange combo bar to prevent him comboing off of it. (This was to prevent him from looping back into the setup again ad infinitum like he could in the first game).
This was really helpful. I feel like i couldnt find a lot of beginner stuff for UNI (most people are talking about the PC Port concerns or reposting uniclr stuff). This was a lifesaver. Keep up the good work! I have high hopes for UNI2!
I wish I had something like this when I started learning FGS. No,matter the game, I was never sure what to do with all the combos in videos and this helps make a lot more sense, even if the specifics don't always apply everywhere (like hitstun scaling)
Thanks for this guide! I'm picking up UNI2 coming from mostly playing Strive, and certain things like being able to combo from OTG or the hitstun scaling rather than gravity were a little confusing to me. I'd love to see a Merkava guide, going over some basics of the character like his most important buttons in neutral, how to play neutral, oki, etc. Or even just a beginner's guide to oki with the character, since I'm not quite sure how to use the worms yet, and the opponent having the option to tech in place or roll is foreign to me coming from games that keep the opponent in one set spot on hard knockdown.
Glad it helped! A guide like what you mentioned would take a lot of time to make. For the time being, I suggest checking out the beginner and intermediate Merkava combo guides for hints on what you can do in neutral and mix-ups. Beginner: th-cam.com/video/z9XkOqzSIuc/w-d-xo.html Intermediate: th-cam.com/video/jLHa6SiujVA/w-d-xo.html I also stream the game once a week so you can ask me questions there as well.
TLDR: -2 Wall / Ground Bounce Pickups(Hitstun Bar becomes orange when attempting a Pickup when out of Pickups) -1 Jump Cancel Combo Hitstun: -Combo length (the longer the Combo the shorter the Hitstun) -Starting move(depends of strength, most Hitstun on C least on A) -Counter Hit (+Hitstun) -Grid Break (+Hitstun) Tip: -Use Assault attack into 2A(IDK if it can be any A move) for testing if Combo works in most situations.
This will probably depend on character but for the ones I play, community guides are much more effective in terms of learning practical combos. They can be a fun challenge though.
Excellent video you've got there. You mentioned how the hitstun for Assault j.C is worse than jump j.C. But what about Air Assault j.C? Btw, a note about 2As: Wald can't cancel it into 2A again.
Thanks for the feedback! Here's some things to add:
1. Combo damage will change based on distance for some moves (the closer, the higher damage. First hit does not change damage but the subsequent ones will).
2. You can see hit stun timer under the combo counter. (Thanks noah)
3. 4A can also be canceled into 4A (If you do 5A, you'll get Smart Steer). (Thanks jerrie)
4. Some characters such as Waldstein cannot cancel 2A into 2A. He can cancel 4A into 4A however. (Thanks heavymetalmixer)
Something to note on the OTG / wall bounce limit: it's actually shown in the UI! When the opponent is knocked down and you are out of OTG pickups, the hitstun bar that appears under the combo counter will turn orange
This will also happen during certain other situations. For example, Seth's Orb hit + j.214B Unblockable setup will automatically trigger the orange combo bar to prevent him comboing off of it. (This was to prevent him from looping back into the setup again ad infinitum like he could in the first game).
This was really helpful. I feel like i couldnt find a lot of beginner stuff for UNI (most people are talking about the PC Port concerns or reposting uniclr stuff). This was a lifesaver. Keep up the good work! I have high hopes for UNI2!
Also on the being only able to rapid fire 2A. You can also rapid fire 5A but you gotta hold back doe. Just to increase everyone knowledge.
Nice explanation on uni
Super informative video, loving the UNI2 videos so far
Just what I needed thanks
I wish I had something like this when I started learning FGS. No,matter the game, I was never sure what to do with all the combos in videos and this helps make a lot more sense, even if the specifics don't always apply everywhere (like hitstun scaling)
Thanks for this guide! I'm picking up UNI2 coming from mostly playing Strive, and certain things like being able to combo from OTG or the hitstun scaling rather than gravity were a little confusing to me.
I'd love to see a Merkava guide, going over some basics of the character like his most important buttons in neutral, how to play neutral, oki, etc. Or even just a beginner's guide to oki with the character, since I'm not quite sure how to use the worms yet, and the opponent having the option to tech in place or roll is foreign to me coming from games that keep the opponent in one set spot on hard knockdown.
Glad it helped! A guide like what you mentioned would take a lot of time to make. For the time being, I suggest checking out the beginner and intermediate Merkava combo guides for hints on what you can do in neutral and mix-ups.
Beginner: th-cam.com/video/z9XkOqzSIuc/w-d-xo.html
Intermediate: th-cam.com/video/jLHa6SiujVA/w-d-xo.html
I also stream the game once a week so you can ask me questions there as well.
you can do a second jump cancel if you activate VCO to extend the combo
TLDR:
-2 Wall / Ground Bounce Pickups(Hitstun Bar becomes orange when attempting a Pickup when out of Pickups)
-1 Jump Cancel
Combo Hitstun:
-Combo length (the longer the Combo the shorter the Hitstun)
-Starting move(depends of strength, most Hitstun on C least on A)
-Counter Hit (+Hitstun)
-Grid Break (+Hitstun)
Tip:
-Use Assault attack into 2A(IDK if it can be any A move) for testing if Combo works in most situations.
This is super useful. Bless
Very nice video, thank you! It’s really helpful :)
What’s your opinion on ingame mission combos?
This will probably depend on character but for the ones I play, community guides are much more effective in terms of learning practical combos. They can be a fun challenge though.
Excellent video you've got there. You mentioned how the hitstun for Assault j.C is worse than jump j.C. But what about Air Assault j.C?
Btw, a note about 2As: Wald can't cancel it into 2A again.
Assault will have assault hit stun regardless if you start on the ground or in the air.
You're right about Wald 2A. He can chain 4A though.
ohh yeaaa
Is the "proration" percentage number in training mode just for damage or does that account for hitstun decay as well?
Damage only.
The color scheme looks like merkava with pants
Gd I'm a tekken player I hate Korean notation...
This game is nothing like tekken, obviously. You should be prepared for craziness when playing Under Night.