▬ Quick Addendum ▬ I hoped I wouldn't miss anything or make any mistakes, but that's sort of unavoidable. As such, I'll be updating this comment with anything pointed out to me that I missed. If I manage to miss enough stuff, I'll make a proper addendum video to this one clearing that up. Let's hope I didn't mess up that much... ▬ UNIB ▬ Version 1.04 is actually documented on inbirth.info, I just can't read. It's part of the blog post on February 14, 2013. I had checked that time period, but somehow missed it in spite of that. As pointed out to me by wrencrt and kurushiidrive, version 1.04 was a location test for SEGA Aime card integration, for the purpose of saving your character color palette and ranking points, among other details. Card integration was completed in version 1.05 a month later on March 14, and was updated again to 1.06 on April 11 to improve stability. The balance in 1.04 onwards is identical to 1.03, and no changes to Hyde 66C were documented to have taken place in that version. ▬ UNIST ▬ I missed basically the most important change here, that could've been avoided if I double checked this section (big thank you to yawn, or @increasesoup on Twitter for pointing this out). In UNIST, Hyde 66C gained invul to foot property attacks from frames 10 - 14. I hadn't noticed this originally because it wasn't part of the character's state data but was instead handled in Hyde's MV file. The SetHitMuteki() function is called inside the definition for Hyde 66C, and when the second AF Param in the animation data has a value of 32, Hyde has the foot invuln property. As mentioned above, this is from frames 10 - 14, and is to compensate for the loss of his hurtbox retraction in UNIB. This foot invuln property has remained on frames 10 - 14 since. ▬▬ Another thing I forgot to mention was a bug with Hyde 66C. Thank you to SockBoxCrab for pointing this out! If you crossed up the opponent with 66C and then immediately cancelled into 22B, the forward movement of 22B would allow Hyde to cross the opponent up a second time, causing the move to whiff. Here's an example of that: th-cam.com/video/Y6eUY-ScAzk/w-d-xo.html This bug was fixed in UNICLR by adjusting the forward movement of 22B. ▬ UNI2 ▬ In the initial version of UNI2, Hyde 66C not only received a proration buff, but what looks to be 30 frames of untechable time as well. This has persisted into version 1.10 with Uzuki, and gave a massive increase in how much time he has to follow-up with fireball during his basic combos.
this was such a wonderful video to find and watch though, from the music selection to the visuals. Well done! Makes me wanna partake in the hyde funny button in uni2
these music are a blast, the editing is phenomenal and boy everything about this video was perfect! making a video about one move this entertaining is no easy feat and you did it best
Excellent video! I can't remember the source I had when I was researching vanilla UNI, but there were no balance changes between v1.04 and v1.06. The primary change that v1.04 provided was SEGA Aime card integration, and the subsequent patches I believe were related to improvement of the operation stability therein. Looking forward to seeing more!
@@kurushiidrive Thank you for clearing that up! I had hoped there weren't any balance changes since I saw inbirth.info mention 1.05 had the same balance as 1.03, where no changes to Hyde 66C took place, but more confirmation is always appreciated!
Unsure if this would belong in the video, but they did get rid of some weird collision stuff in between UNIST and UNICLR. It used to be you could cross up with 66C, use 22B and immediately cancel the startup of 22B into 22C to side swap again. So for example you would start left, side swap with 66C to the right, 22B into 22C to go back to the left side. It looked really funny. I might launch up UNIST later to see if I can't get a video of it.
@@Jotamide That's definitely fair. I kinda shot myself in the foot trying to sync up the text with the music, and then using a relatively high tempo song in 3/4 for the end. Sorry about that, but I'm glad you liked the concept!
What kind of documentation did you need on UNI1? It's easy to look into the files and get your own raw data about moves especially since none of it is in a packaged format.
In the video, I was pretty much just talking about the differences between versions. I knew about the changes made between 1.02 - 1.03 since it was documented on the Under Night wiki and on the official blog, but I didn't know if 1.04 was on there and if it had any changes. 1.05 I knew was unchanged balance wise from 1.03, but I was worried 1.04 was adjusted in some way, and then had its balance changes reverted in 1.05. Fortunately though, I just can't read and 1.04 was actually documented on the blog. It was the location test for Sega Aime card integration (which was fully implemented in 1.05) and was unchanged gameplay wise from 1.03. In terms of the actual properties of the moves (damage, frame data, hitboxes, hit/guard vectors), I checked it all via Hantei-chan and reading over the mv files, provided via my "anonymous source." Thanks for your offer though, I do appreciate it!
@@garybutternubs1057 for that, just try reading it yourself through your video editor! giving yourself 1, maybe 2, seconds after you finish the sentence before moving on to the next. but feel free to try your own method of course.
Dear Mr. Garry B. Nubs; I have been a long time fan, and have been wondering, when will you go back to the content I subscribed for: RomHack tutorials -A Concerned Butternubs enjoyer
Hello Mr. linguinibros.productions, While the GaryButternubs™brand was founded on the concept of providing informative romhacking tutorials, we regret to inform you that we're heading in a different, more profitable direction. Despite not intending to run advertisements on this content, internet clout is a powerful currency in and of itself, and could prove useful further down the line in the pursuit of growing the GaryButternubs™brand. The world we find ourselves in is one not designed for informative content, but instead ones that exist to tell a story and paint a particular narrative. In keeping with the times, the GaryButternubs™brand is gearing more towards the latter. This is not to say that the GaryButternubs™brand would never return to the Romhacking tutorials it was once known for, but the digital content marketplace is a cruel and unforgiving landscape where one cannot reasonably expect to find success without first conforming to the expectations and strategies of modern day production. We appreciate your concern, but we hope you might still find enjoyment in future GaryButternubs™content, despite the shift in what is currently being made, and what may be produced in the future. Thank you, GaryButternubs™ Public Relations
That's definitely fair. It was a big struggle trying to keep the text short enough to read while having it also timed with the music. I think I'd just have to pick slower songs next time, or maybe faster ones and have the text onscreen for four bars instead of two. Or maybe it'd be best to not have it timed with the music at all, I'm really not too sure to be honest.
I definitely dig the vibe of timing with the music. The amount of time though seems to only account for 1 line of text instead of 2 imo. Maybe double amount of time for those walls of text by adding a screen effect for each measure, or maybe adding a line one measure at a time would be good work around. Otherwise, love the vid.
▬ Quick Addendum ▬
I hoped I wouldn't miss anything or make any mistakes, but that's sort of unavoidable. As such, I'll be updating this comment with anything pointed out to me that I missed. If I manage to miss enough stuff, I'll make a proper addendum video to this one clearing that up. Let's hope I didn't mess up that much...
▬ UNIB ▬
Version 1.04 is actually documented on inbirth.info, I just can't read. It's part of the blog post on February 14, 2013. I had checked that time period, but somehow missed it in spite of that.
As pointed out to me by wrencrt and kurushiidrive, version 1.04 was a location test for SEGA Aime card integration, for the purpose of saving your character color palette and ranking points, among other details. Card integration was completed in version 1.05 a month later on March 14, and was updated again to 1.06 on April 11 to improve stability.
The balance in 1.04 onwards is identical to 1.03, and no changes to Hyde 66C were documented to have taken place in that version.
▬ UNIST ▬
I missed basically the most important change here, that could've been avoided if I double checked this section (big thank you to yawn, or @increasesoup on Twitter for pointing this out). In UNIST, Hyde 66C gained invul to foot property attacks from frames 10 - 14. I hadn't noticed this originally because it wasn't part of the character's state data but was instead handled in Hyde's MV file.
The SetHitMuteki() function is called inside the definition for Hyde 66C, and when the second AF Param in the animation data has a value of 32, Hyde has the foot invuln property. As mentioned above, this is from frames 10 - 14, and is to compensate for the loss of his hurtbox retraction in UNIB.
This foot invuln property has remained on frames 10 - 14 since.
▬▬
Another thing I forgot to mention was a bug with Hyde 66C. Thank you to SockBoxCrab for pointing this out!
If you crossed up the opponent with 66C and then immediately cancelled into 22B, the forward movement of 22B would allow Hyde to cross the opponent up a second time, causing the move to whiff. Here's an example of that: th-cam.com/video/Y6eUY-ScAzk/w-d-xo.html
This bug was fixed in UNICLR by adjusting the forward movement of 22B.
▬ UNI2 ▬
In the initial version of UNI2, Hyde 66C not only received a proration buff, but what looks to be 30 frames of untechable time as well. This has persisted into version 1.10 with Uzuki, and gave a massive increase in how much time he has to follow-up with fireball during his basic combos.
Hyde can't keep getting away with this
@@MelvinIsANiceBoy He needs it though...
From the music selection to the editing - excellent video!
@@sanicbushpig Thank you!
criminally underwatched, very good video
@@myupicks I really appreciate it, thank you.
W video. Great breakdown on the history of the move!
@@dylanxlusoren Thanks! I really appreciate it, as well as the feedback you gave. Hope it made the video a bit more enjoyable.
10 min video on 66c lord didnt know i needed this thank you
Glad you enjoyed it. I wasn't sure how far the concept would go, but seems like I did alright with it.
this was such a wonderful video to find and watch though, from the music selection to the visuals. Well done! Makes me wanna partake in the hyde funny button in uni2
No better time to start! Hyde's probably the strongest he's ever been relative to the rest of the cast.
these music are a blast, the editing is phenomenal and boy everything about this video was perfect! making a video about one move this entertaining is no easy feat and you did it best
I love these kind of videos talking about the history of a character/move(s)/etc throughout games, thank you. Very enjoyable watch
I appreciate it! It's my first time doing something like this, and it was pretty fun getting to go back through all those old versions of Under Night.
nice one gary, good to see you again.
Good to see you too! Hope you're doing well.
Excellent video! I can't remember the source I had when I was researching vanilla UNI, but there were no balance changes between v1.04 and v1.06. The primary change that v1.04 provided was SEGA Aime card integration, and the subsequent patches I believe were related to improvement of the operation stability therein. Looking forward to seeing more!
@@kurushiidrive Thank you for clearing that up! I had hoped there weren't any balance changes since I saw inbirth.info mention 1.05 had the same balance as 1.03, where no changes to Hyde 66C took place, but more confirmation is always appreciated!
Love it. Cheers!
Thanks!
the goatbutterknubs
@@Komerican When the world needs me most, I return...
i love hyde 66c
🥰🥰🥰😍
@@ninjason62 Don't we all?
Me too 🤝💯🗣
sick video
Thank you!
great video!
@@Lidomega Thanks! I'm a big fan of your stuff, so I'm glad to hear you liked it
amazing thank u for the information mr. nubs
@@VoltageRaid I aim to please.
66C my beloved
Where would us Hyde players be without it?
no voice asmr this time?..🥺
@@Ceekos Not this time... 😔
Whenever I finish the Timestop glitch video, that one will have it...
I didn't know you had a channel gary!
Unsure if this would belong in the video, but they did get rid of some weird collision stuff in between UNIST and UNICLR. It used to be you could cross up with 66C, use 22B and immediately cancel the startup of 22B into 22C to side swap again. So for example you would start left, side swap with 66C to the right, 22B into 22C to go back to the left side. It looked really funny. I might launch up UNIST later to see if I can't get a video of it.
@@SockBoxCrab I didn't know about this actually, thanks for pointing it out! I'll try and take a look at that soon, it does sound pretty funny.
@@garybutternubs1057 I forgot that they updated ps4 copies of UNIST to UNICLR balance, so I cannot record a video...
@@SockBoxCrab No worries. I've got access to ST on Steam so assuming they didn't patch that out in the port, I should be able to replicate it.
Great idea for a video but the text is lightning fast. Towards the end I really couldn't keep up without pausing.
@@Jotamide That's definitely fair. I kinda shot myself in the foot trying to sync up the text with the music, and then using a relatively high tempo song in 3/4 for the end.
Sorry about that, but I'm glad you liked the concept!
NAKED GLOW JUMPSCARE
i'd sell my soul to kohta if i could
It's just too good of a song to pass up...
cool
Protagonist priviledge
Good.
It's the bull for you my son
@@bichassmofo I did what had to be done.
leaving a like and comment for the algo thumbs up emoji
@@NiadHGR 🫡
I was not familiar with Hyde's sauce
What kind of documentation did you need on UNI1? It's easy to look into the files and get your own raw data about moves especially since none of it is in a packaged format.
In the video, I was pretty much just talking about the differences between versions. I knew about the changes made between 1.02 - 1.03 since it was documented on the Under Night wiki and on the official blog, but I didn't know if 1.04 was on there and if it had any changes.
1.05 I knew was unchanged balance wise from 1.03, but I was worried 1.04 was adjusted in some way, and then had its balance changes reverted in 1.05.
Fortunately though, I just can't read and 1.04 was actually documented on the blog. It was the location test for Sega Aime card integration (which was fully implemented in 1.05) and was unchanged gameplay wise from 1.03.
In terms of the actual properties of the moves (damage, frame data, hitboxes, hit/guard vectors), I checked it all via Hantei-chan and reading over the mv files, provided via my "anonymous source."
Thanks for your offer though, I do appreciate it!
I only came here to say ridge racer type 4 enjoyers we wise. Good vid though
@@sg_toxiczz Hell yeah.
really good video but i had a little bit of a hard time keeping up with some of the text on screen 💀 everything else was great though!
Glad you enjoyed it! If I make something like this again in the future, hopefully I'll have the timing for onscreen text worked out better.
@@garybutternubs1057 for that, just try reading it yourself through your video editor! giving yourself 1, maybe 2, seconds after you finish the sentence before moving on to the next. but feel free to try your own method of course.
@@Lucess Appreciate the advice, thank you!
Dear Mr. Garry B. Nubs;
I have been a long time fan, and have been wondering, when will you go back to the content I subscribed for: RomHack tutorials
-A Concerned Butternubs enjoyer
Hello Mr. linguinibros.productions,
While the GaryButternubs™brand was founded on the concept of providing informative romhacking tutorials, we regret to inform you that we're heading in a different, more profitable direction. Despite not intending to run advertisements on this content, internet clout is a powerful currency in and of itself, and could prove useful further down the line in the pursuit of growing the GaryButternubs™brand.
The world we find ourselves in is one not designed for informative content, but instead ones that exist to tell a story and paint a particular narrative. In keeping with the times, the GaryButternubs™brand is gearing more towards the latter.
This is not to say that the GaryButternubs™brand would never return to the Romhacking tutorials it was once known for, but the digital content marketplace is a cruel and unforgiving landscape where one cannot reasonably expect to find success without first conforming to the expectations and strategies of modern day production.
We appreciate your concern, but we hope you might still find enjoyment in future GaryButternubs™content, despite the shift in what is currently being made, and what may be produced in the future.
Thank you,
GaryButternubs™ Public Relations
One criticism: The text cuts to the next sentence way too fast
That's definitely fair. It was a big struggle trying to keep the text short enough to read while having it also timed with the music. I think I'd just have to pick slower songs next time, or maybe faster ones and have the text onscreen for four bars instead of two.
Or maybe it'd be best to not have it timed with the music at all, I'm really not too sure to be honest.
I definitely dig the vibe of timing with the music. The amount of time though seems to only account for 1 line of text instead of 2 imo. Maybe double amount of time for those walls of text by adding a screen effect for each measure, or maybe adding a line one measure at a time would be good work around.
Otherwise, love the vid.
@@Numakie That sounds like a good idea, thank you! If I end up making an addendum video to cover the things I missed, I'll be sure to try that out!