Slight inaccuracy in the section about green shield, Green shield does not lock you into a certain block state (high/low) unlike purple/regular shield does In fact it even happens right around 15:10
Played very minimal Under Night myself but I did sit through the whole tutorial and yeah, I was pretty lost when it got to GRD. Your explanation was a lot better and making comparisons to SF6 something more people are probably familiar with helps a lot. Your video has made me want to give Under Night 2 a solid shot. Good work!
UNI does really reward you for patience and blocking. If your opponent can't open you up and decides to keep hitting your block (you don't even need to shield) they are throwing away cycle. It opens up such a lot of small mindgames when both players know how to play cycle.
This video has made under night understandable to me. Never really "got it" until now. What a cool set of mechanics, they really know what they're doing
Love the way you handled the information here! Very digestible and fun to listen to. Great video! I do think the implications of burnout are still largely unexplored as most players still don't use burnout specific block strings yet. Burning out the opponent might be more of a tug of war as the game progesses
I never got to play the older versions of UNI (past the trials mode) cause it didn't have rollback and nobody I knew played it, so I'm really hyped for UNI2.
In simplest term, GRD is essentially pressure. Momentum. Its a visual representation of you performance in a match. If your performance is higher than your opponents every 16 seconds, you get a buff to you skills and special Chara specific traits. All this assumes you were serious and not trying to be funny
Read the title. It's not a beginners guide, but a way to help SF6 players transition from one game to another. I think the idea is you should generally know the mechanics' dictionary definitions, and "what" they are. Instead, the video is meant to tell u how these systems change the flow of gameplay coming from SF6. For instance in talking about SF6 in the beginning, he also assumes that you know what the drive Guage is and how it is used.
Something I like about UNI is that Vorpal and CS are deceptively weak. The effects of vorpal are mostly supplemental, and CS doesn't do anything on it's own. So at a certain level the game becomes more about leveraging CS for mind games rather than bullying the other player with exclusive tools. This is sort of where I disagree on the game slowing down near the end of the cycle. I'd argue the caution is more down to not wanting to get counterhit or GRD broken, the latter particularly. Sure, most players don't want to take a risk and lose the cycle, but the the other side of this coin is that they can make informed plays even if they do. One of clips you showed demonstrates this 16:32 . Silent (Jack Ingof) dashed up and tick throwed not in spite of losing the cycle, but *because* he was losing the cycle. And there are all sorts of layered mind games like this. The first layer is usually avoiding meatying while someone has CS. This way you won't eat a guaranteed reversal, and you can even space yourself to counterpoke when they CS and see you didn't press anything. But when someone over-respects CS, you can wake up with pretty much whatever you want. Silent (Jack Ingof) is somewhat infamous for waking up with Phonon 66[B] (a dashing Overhead). The next layer is to make an informed read and say "This guy is leveraging CS to mash, so I'm going meaty him with my best starter anyway!". And it just keeps going deeper and deeper. The 20,000 leagues under the Sea play is a delay crouch tech OS. If they reversal CS you'll do nothing, If they reversal DP or mash during the delay frames you'll block, If they wake up throw you'll tech, and if they do something too slow and grounded (like a wake-up overhead) you'll interrupt it. But on the defenders side they have the Journey to the Center of the Earth level play of whiff Shield CS. If they meaty you'll shield, and if they delay tech, the whiffed shield will *delay CS* by approximately the same amount, putting them into the exact situation they where trying to avoid. They can't throw you due to the 8 frames of throw invul on wakeup, so on paper this only loses to low high mix-ups. But Most overheads in UNI are pretty hard to make meaty, so CS will usually come out before overhead attempts can hit your crouch shield. But as strong as these OS's are they eventually go all the way through and emerge at the surface, since you're not actually using CS as a reversal you can't punish meaties. If you're not careful you can get opened up by layer 0 pressure from someone that isn't even thinking about CS and just wanted to run the offense they labbed. To me this is the true genius of the GRD system. There's player interaction at every level and it almost never devolves into the bordeline checkmate situations other anime games do. But it's also my biggest concern for Sys Celes, I feel like some of the changes limit these mind games.
@@dj_koen1265 My main issue is that Vorpal is much stronger overall. All of these mind-games still exist in UNI2, but the risk reward heavily favors whoever's winning the cycle, to the point that there are usually less layers in any given matchup. To be fair Vorpal was always strong, but some of the trade-offs and counterplay are gone. There isn't really any one mechanic that causes this so I'll have to go into a lot of different things. One of the trade-offs of Vorpal was that you need to CS to build meter, which gives up the buffs and all of your GRD. Hanging onto a GRD lead means putting off gaining meter. You also build GRD slower during Vorpal, so even cycle hogging with a large lead was a risk. Even if you manage to win a few cycles in a row (usually due to a GRD break) you'll end up with less meter when you eventually cash-out. UNI2 removed most of these mitigating factors and lets a lot of characters have their cake and eat it too. For one, you gain a block of GRD for winning Vorpal, and literally all of it for Celestial. The buffs also carry over into transfer state, including the new universal meter refund. Celestial is essentially Vorpal on steroids, you take even more damage when you're GRD broken, And without Vorpal Strip there's no good way to to make comebacks once you're losing the GRD war. The TLDR is that winning Vorpal is an essential part of the game, it almost feels like a more granular wall-break from Strive. Sure, on paper the other player can still win, but this is way easier said than done for most characters. Even if you guess right and score a hit your opponent can have all the meter in world to contest whatever offense you try to run. Don't get me wrong this can work, but personally I liked cl-r quite a bit better. I'm hoping that they at least bring back IC VO and allow Vorpal Strip again.
Fighting games aren't hard only because of mechanics or execution a game becomes hard when the risks of making mistakes becomes high but there are solutions that take alot of skills like parrying instant blocking slash back alpha counters overdrive into punish and so much more Or in Tekken case just having over 100 moves makes the knowledge check mostof it's high level gameplay
in part, I thank your videos for encouraging me to get UNDER NIGHT IN-BIRTH LATE:ST yesterday. i’m waiting until i have a pc to buy certain fighting game titles-like UNI2-but until then, playing Strive, Xrd (crossing my toes that Answer is added to Strive🤞🏾), KOF14, UNIST, & Tekken7 on ps4 is, as Melty Blood puts it ‘very suitable’ thanks again for enriching my fighting game life
Drive gauge recovery was bugged for gief on release. He would be in burn out for longer than everyone else. Those early high rank giefs have the patience of the gods.
Amazing analysis. I'm an Orie player picking up SF6 with a friend, and I thought this was a nice compare/contrast on the two gauges. It was also a reminder that I really have to fight harder to get grd. I personally can be a bit negligent b/c I'm trying to focus on other stuff like spacing or positioning or whatnot, but this was a nice refresher. Great vid!
You're right though that both are a type of "my meter vs your meter" tug of war. I always thought UNI was the best "anime fighter" because it was the most like SF lol Hopefully more ppl check out the new one
Thanks this was an educational video! The smooth looking game feel and concept of the GRD system are what attracted me to this game. I just preordered it and will be sharing it's playtime with Tekken 8. I'm totally new to both games so we'll see which one I stick with long term.
Crazy to me that anyone has ever uttered the sentence "Undernight is the anime Street Fighter", I've never heard anyone say that before this video. The two are pretty close to as far apart as you can get in the genre, only the recent SF6's drive gauge bringing anything but passing similarity. If anything I think Granblue is the closest thing to anime Street Fighter (particularly the first game, not Rising) with a much slower pace, ground based footsie game, shorter combos, and lots more links rather than gatlings. Though Rising did introduce a lot more wild mechanics that make the game faster, so has street fighter honestly so I think the comparison is still much stronger between those two than the wild breakneck runaway train hurtling through space on fire that is Undernight.
Ok, this may be a weird question, but if youre in the lead enough is vorpal THAT important that if you land a hit that can kill or put them in a checkmate situation that it still needs to be considered regardless? A 10% buff is nice and chain shift seems like an even stronger version of roman cancels, but what does it matter if youre in a winning situation
The last 20 seconds of the video )the merkava vs Seth clip) illustrates why getting normal state, even if you are 1 hit away from KO can turn a fight around.
This was really thoughtful and good to hear from an experienced uni player's perspective, but you kinda lost me when you suggested players in sf6 don't care about the other person's drive gauge. Just because there isn't a tug of war doesn't mean the gauge isn't important, just like Burning out the other person and not allowing them to recover gauge is a huge part of SF6 since burnout is such an enormous disadvantage. A large part of zoning is in fact to reduce drive by causing an opponent to block instead of parry projectiles, since there are risks and execution to parrying. Some characters (luke, Dee Jay, JP, Ryu) even have fireball feints in order to bait parries from opponents and punish. Anyway I'm excited for UNI 2!
A newer/tourist fg player opinion on drive gauge vs. grd: I wished the benefit to having grd was a bit more obvious. In sf6 you could go ham with an advantage of drive meter and 0 drive state makes it very clear for players to never want to be low on it- while in uni my interpretation is that I don't want the opponent to win grd because they can do cheap stuff with it but I don't really know anything cool I can do with it. Maybe the benefit of it becomes more obvious when I learn more optimized confirms with heat or start doing cs->dp.
I really enjoy this game a lot. I didn’t care for street fighter 6 (great production and value just subjectively didn’t care for how it played) but this game has me interested in labbing, practicing, and improving. It’s a lot of little things that they have put into the game that makes it so fun! It’s also the type of fighting game I can play with my girlfriend and she don’t get frustrated by strict timing windows on special moves and can actually do some cool combos!
Wow, that's a really cool video, I have UnIB but never tried to learn properly(Strive and SF6 player), I will show this video to my gf to introduce her better to the game so we can play, she is still understanding the genre at all Nice content!
I just bought Under Night now. That must be my experience of how visuals matter. I wanted to try Vatista because she has unique charge inputs. But then I realised that's the loli character😢
You actually can switch guard during green shield but very good video. Making a grd explanation entertaining has proven difficult for many people throughout uni's history.
If street fighter would go back to 2D fighting and have the same mechanics like most arc systems fighting games, street would be awesome! The problem is, they tryna make street fighter to realistic like mortal Kombat and tekken.
Great vid! But there is no gauge to manage to prevent GRD break (4:16), you just have to properly shield the high or low and don't get thrown during a shield.
this is a fantastic primer for uni as a whole, and really gets what the game is all about. what i love about uni is what i love about third strike; resource management is crucial to master, but balanced enough that it doesn't feel the game is defined by it
Very enjoyable watch, and I get this is really mostly about uni, but I think playing jamie in sf6 kinda gave you a blind spot to just how much you have to care about throwing projectiles in sf6 lol (to be fair, unless you're guile.)
14:35 well isn't that the point of perfect parry? Canceled in to Dr you get a punish counter DR combo into setplay. If they are at 2 bars you can do button into DI and burn them out for trying to slow the pace down.
Or cheaper a punsh counter throw takes chuck of gauge putting them in a likely guess for game scenario on the wakeup. If it doesn't punish they have to take a block string putting them closer to burnout. They can also try to parry out too but, that will mean leaving themselves open to a PCH throw. All of this depends on recognizing the situation and spacing at the exact moment.
So is SF6 bad design? I feel like this is more on a UNIST post rather than a genuine comparison between the two games as the title suggested in the way it was structured.
I bought SF6 but i'm not getting UNI2 even though i think the later is the superior fighting game because of one missing feature : crossplay. I can't support a fighting game that doesn't offer crossplay in 2024.
yea issue is french bread having like 20 employees and the japanese being unable to code (this is not racism btw. japan across everything has a terrible reputation in programming, and even kamone said they couldnt handle something like it. jp devs will either joke about this or go radio silent) unless kamone has enough cash to get a bunch of overseas programmers (usually american) the same way arcsys did with guilty gear, its very unlikely to impossible. and no, arcsys has no relation to uni other than being its western publisher. iirc sega was the japanese one foe uni
Crossplay: a feature that will take money to implement. Not buying a game cuz a feature you want is missing, invariably leading to said feature not appearing ever, seems like a dumb idea.
@@RaifSeverenceI mean, cross play makes the game survive longer. This game could die in two months on PC, and then what? You just wasted money for nothing. Cross play isn't just a good feature, it's essential for fighting games. But hey, it's just my opinion of course.
Is there a Fighting Game that you don't need to study for years just to learn how to play? There isn't one where it doesn't have 50 different mechanics that you need to 100% understand just to play? I was starting to play UNI2 but just to scrap the basics is like reading a fucking bible, even if you try to put GRD aside for a sec., guess refund is the only way.
If you're looking for a fighting game that's light on mechanics, you may want to look into the Samurai Showdown series. Bear in mind though that There is a fair amount of blood, just in case that's not your thing.
Slight inaccuracy in the section about green shield,
Green shield does not lock you into a certain block state (high/low) unlike purple/regular shield does
In fact it even happens right around 15:10
Ah, a mistake slipped through! Thank you for the correction!
Thank you for clarifying I've been wondering why I've been locked in shield some times
"underNIGHTINBIRTH"
Played very minimal Under Night myself but I did sit through the whole tutorial and yeah, I was pretty lost when it got to GRD. Your explanation was a lot better and making comparisons to SF6 something more people are probably familiar with helps a lot. Your video has made me want to give Under Night 2 a solid shot. Good work!
UNI does really reward you for patience and blocking. If your opponent can't open you up and decides to keep hitting your block (you don't even need to shield) they are throwing away cycle. It opens up such a lot of small mindgames when both players know how to play cycle.
GRD is one of the best meters ever, and its why UNI is one of the best fgs, cant wait to play phonon again in 2 days
This video has made under night understandable to me. Never really "got it" until now. What a cool set of mechanics, they really know what they're doing
Love the way you handled the information here! Very digestible and fun to listen to. Great video!
I do think the implications of burnout are still largely unexplored as most players still don't use burnout specific block strings yet. Burning out the opponent might be more of a tug of war as the game progesses
I never got to play the older versions of UNI (past the trials mode) cause it didn't have rollback and nobody I knew played it, so I'm really hyped for UNI2.
Ooooh ok ya got me, I just assumed the watchmojo editing was scuffed
It’s 6mins in and you still haven’t explained what the grid gauge is plainly…like come on man cover the basics then get into the details
In simplest term, GRD is essentially pressure. Momentum.
Its a visual representation of you performance in a match.
If your performance is higher than your opponents every 16 seconds, you get a buff to you skills and special
Chara specific traits.
All this assumes you were serious and not trying to be funny
@@RaifSeverenceyou read his comment? The video doesn’t explain it. Hell I play this game and never truly understood that mechanic
Read the title. It's not a beginners guide, but a way to help SF6 players transition from one game to another. I think the idea is you should generally know the mechanics' dictionary definitions, and "what" they are. Instead, the video is meant to tell u how these systems change the flow of gameplay coming from SF6.
For instance in talking about SF6 in the beginning, he also assumes that you know what the drive Guage is and how it is used.
The game has an entire tutorial section.
You should spend some time with it.
You just explained the missing thing I've trying to understand for MONTHS thank you so much!
I've been saying it for a while, Arcsys is a pioneer in fighting games
Except UNI is developed by French-Bread, Arc System is just the publisher
You secured a uni2 sale from me. Great video!
Something I like about UNI is that Vorpal and CS are deceptively weak. The effects of vorpal are mostly supplemental, and CS doesn't do anything on it's own. So at a certain level the game becomes more about leveraging CS for mind games rather than bullying the other player with exclusive tools. This is sort of where I disagree on the game slowing down near the end of the cycle. I'd argue the caution is more down to not wanting to get counterhit or GRD broken, the latter particularly. Sure, most players don't want to take a risk and lose the cycle, but the the other side of this coin is that they can make informed plays even if they do. One of clips you showed demonstrates this 16:32 . Silent (Jack Ingof) dashed up and tick throwed not in spite of losing the cycle, but *because* he was losing the cycle.
And there are all sorts of layered mind games like this. The first layer is usually avoiding meatying while someone has CS. This way you won't eat a guaranteed reversal, and you can even space yourself to counterpoke when they CS and see you didn't press anything. But when someone over-respects CS, you can wake up with pretty much whatever you want. Silent (Jack Ingof) is somewhat infamous for waking up with Phonon 66[B] (a dashing Overhead).
The next layer is to make an informed read and say "This guy is leveraging CS to mash, so I'm going meaty him with my best starter anyway!". And it just keeps going deeper and deeper.
The 20,000 leagues under the Sea play is a delay crouch tech OS. If they reversal CS you'll do nothing, If they reversal DP or mash during the delay frames you'll block, If they wake up throw you'll tech, and if they do something too slow and grounded (like a wake-up overhead) you'll interrupt it.
But on the defenders side they have the Journey to the Center of the Earth level play of whiff Shield CS. If they meaty you'll shield, and if they delay tech, the whiffed shield will *delay CS* by approximately the same amount, putting them into the exact situation they where trying to avoid. They can't throw you due to the 8 frames of throw invul on wakeup, so on paper this only loses to low high mix-ups. But Most overheads in UNI are pretty hard to make meaty, so CS will usually come out before overhead attempts can hit your crouch shield.
But as strong as these OS's are they eventually go all the way through and emerge at the surface, since you're not actually using CS as a reversal you can't punish meaties. If you're not careful you can get opened up by layer 0 pressure from someone that isn't even thinking about CS and just wanted to run the offense they labbed.
To me this is the true genius of the GRD system. There's player interaction at every level and it almost never devolves into the bordeline checkmate situations other anime games do. But it's also my biggest concern for Sys Celes, I feel like some of the changes limit these mind games.
🐐
Would love to hear about how celes changes these things compared to previous entries
@@dj_koen1265 My main issue is that Vorpal is much stronger overall. All of these mind-games still exist in UNI2, but the risk reward heavily favors whoever's winning the cycle, to the point that there are usually less layers in any given matchup.
To be fair Vorpal was always strong, but some of the trade-offs and counterplay are gone. There isn't really any one mechanic that causes this so I'll have to go into a lot of different things.
One of the trade-offs of Vorpal was that you need to CS to build meter, which gives up the buffs and all of your GRD. Hanging onto a GRD lead means putting off gaining meter. You also build GRD slower during Vorpal, so even cycle hogging with a large lead was a risk. Even if you manage to win a few cycles in a row (usually due to a GRD break) you'll end up with less meter when you eventually cash-out.
UNI2 removed most of these mitigating factors and lets a lot of characters have their cake and eat it too. For one, you gain a block of GRD for winning Vorpal, and literally all of it for Celestial. The buffs also carry over into transfer state, including the new universal meter refund. Celestial is essentially Vorpal on steroids, you take even more damage when you're GRD broken, And without Vorpal Strip there's no good way to to make comebacks once you're losing the GRD war.
The TLDR is that winning Vorpal is an essential part of the game, it almost feels like a more granular wall-break from Strive. Sure, on paper the other player can still win, but this is way easier said than done for most characters. Even if you guess right and score a hit your opponent can have all the meter in world to contest whatever offense you try to run.
Don't get me wrong this can work, but personally I liked cl-r quite a bit better. I'm hoping that they at least bring back IC VO and allow Vorpal Strip again.
very helpful video as someone who’s excited for UNI2 but only played combo trials in uniclr, thank you
Great video describing why so many people love the game and talk so fondly of it!
Great breakdown, and bonus points for being a fellow Jamie main 😊
This video fucking rocks, it made me realize how much I like drive gauge and now I wanna play this new under night so badly
Fighting games aren't hard only because of mechanics or execution a game becomes hard when the risks of making mistakes becomes high but there are solutions that take alot of skills like parrying instant blocking slash back alpha counters overdrive into punish and so much more
Or in Tekken case just having over 100 moves makes the knowledge check mostof it's high level gameplay
in part, I thank your videos for encouraging me to get UNDER NIGHT IN-BIRTH LATE:ST yesterday.
i’m waiting until i have a pc to buy certain fighting game titles-like UNI2-but until then, playing Strive, Xrd (crossing my toes that Answer is added to Strive🤞🏾), KOF14, UNIST, & Tekken7 on ps4 is, as Melty Blood puts it ‘very suitable’
thanks again for enriching my fighting game life
Babe wake up! New Bambideo dropped!
Drive gauge recovery was bugged for gief on release. He would be in burn out for longer than everyone else. Those early high rank giefs have the patience of the gods.
Under night and street fighter together in a vid ?
Both mt favorite fighting games out right now shii easy view
Only koihime can be anime street fighter unironically
Koihime Enbuuu!
Amazing analysis. I'm an Orie player picking up SF6 with a friend, and I thought this was a nice compare/contrast on the two gauges. It was also a reminder that I really have to fight harder to get grd. I personally can be a bit negligent b/c I'm trying to focus on other stuff like spacing or positioning or whatnot, but this was a nice refresher. Great vid!
You're right though that both are a type of "my meter vs your meter" tug of war.
I always thought UNI was the best "anime fighter" because it was the most like SF lol
Hopefully more ppl check out the new one
UNI is such an awesome game. I hyped for being able to play it with rollback. It's always cool to see content for the game.
I paused your vid to go watch the top 10 and I thought I was going crazy 😂
Thanks this was an educational video! The smooth looking game feel and concept of the GRD system are what attracted me to this game. I just preordered it and will be sharing it's playtime with Tekken 8. I'm totally new to both games so we'll see which one I stick with long term.
roses are red, daz a contentmancer
i do think i got, some questions to answers
Crazy to me that anyone has ever uttered the sentence "Undernight is the anime Street Fighter", I've never heard anyone say that before this video. The two are pretty close to as far apart as you can get in the genre, only the recent SF6's drive gauge bringing anything but passing similarity. If anything I think Granblue is the closest thing to anime Street Fighter (particularly the first game, not Rising) with a much slower pace, ground based footsie game, shorter combos, and lots more links rather than gatlings. Though Rising did introduce a lot more wild mechanics that make the game faster, so has street fighter honestly so I think the comparison is still much stronger between those two than the wild breakneck runaway train hurtling through space on fire that is Undernight.
Ok, this may be a weird question, but if youre in the lead enough is vorpal THAT important that if you land a hit that can kill or put them in a checkmate situation that it still needs to be considered regardless? A 10% buff is nice and chain shift seems like an even stronger version of roman cancels, but what does it matter if youre in a winning situation
The last 20 seconds of the video )the merkava vs Seth clip) illustrates why getting normal state, even if you are 1 hit away from KO can turn a fight around.
This was really thoughtful and good to hear from an experienced uni player's perspective, but you kinda lost me when you suggested players in sf6 don't care about the other person's drive gauge. Just because there isn't a tug of war doesn't mean the gauge isn't important, just like Burning out the other person and not allowing them to recover gauge is a huge part of SF6 since burnout is such an enormous disadvantage. A large part of zoning is in fact to reduce drive by causing an opponent to block instead of parry projectiles, since there are risks and execution to parrying. Some characters (luke, Dee Jay, JP, Ryu) even have fireball feints in order to bait parries from opponents and punish. Anyway I'm excited for UNI 2!
Yo!AutoMattock was mentioned! Cool
This game just looks hard af. Interesting.
A newer/tourist fg player opinion on drive gauge vs. grd: I wished the benefit to having grd was a bit more obvious. In sf6 you could go ham with an advantage of drive meter and 0 drive state makes it very clear for players to never want to be low on it- while in uni my interpretation is that I don't want the opponent to win grd because they can do cheap stuff with it but I don't really know anything cool I can do with it. Maybe the benefit of it becomes more obvious when I learn more optimized confirms with heat or start doing cs->dp.
I really enjoy this game a lot. I didn’t care for street fighter 6 (great production and value just subjectively didn’t care for how it played) but this game has me interested in labbing, practicing, and improving. It’s a lot of little things that they have put into the game that makes it so fun! It’s also the type of fighting game I can play with my girlfriend and she don’t get frustrated by strict timing windows on special moves and can actually do some cool combos!
Wow, that's a really cool video, I have UnIB but never tried to learn properly(Strive and SF6 player), I will show this video to my gf to introduce her better to the game so we can play, she is still understanding the genre at all
Nice content!
Dude!!!! I have not watched mojos video. You got me 😂. I was like: "3rd place SF6, really?"
Nice editing!
This makes me wanna buy UNI2
I just bought Under Night now.
That must be my experience of how visuals matter.
I wanted to try Vatista because she has unique charge inputs.
But then I realised that's the loli character😢
You actually can switch guard during green shield but very good video. Making a grd explanation entertaining has proven difficult for many people throughout uni's history.
super entertaining video good job
Lmao love that bait and switch
If street fighter would go back to 2D fighting and have the same mechanics like most arc systems fighting games, street would be awesome! The problem is, they tryna make street fighter to realistic like mortal Kombat and tekken.
This was a great video
Great vid! But there is no gauge to manage to prevent GRD break (4:16), you just have to properly shield the high or low and don't get thrown during a shield.
Okay okay I'll buy uniclr
WRONG GAME NO!!!!!
DONT UNIST 2 IS COMING OUT IN 3 DAYS
In-Birth
Only Japan could have made a term like THAT for a transmogrified Human
2:45
O
M
G
XD
Yay under night 🎉🎉🎉
Its daz from the Internet
this is a fantastic primer for uni as a whole, and really gets what the game is all about. what i love about uni is what i love about third strike; resource management is crucial to master, but balanced enough that it doesn't feel the game is defined by it
Very enjoyable watch, and I get this is really mostly about uni, but I think playing jamie in sf6 kinda gave you a blind spot to just how much you have to care about throwing projectiles in sf6 lol
(to be fair, unless you're guile.)
14:35 well isn't that the point of perfect parry? Canceled in to Dr you get a punish counter DR combo into setplay. If they are at 2 bars you can do button into DI and burn them out for trying to slow the pace down.
Or cheaper a punsh counter throw takes chuck of gauge putting them in a likely guess for game scenario on the wakeup. If it doesn't punish they have to take a block string putting them closer to burnout. They can also try to parry out too but, that will mean leaving themselves open to a PCH throw. All of this depends on recognizing the situation and spacing at the exact moment.
Is it then safe to say that SF6 is a slower UNI.
So I can’t just shoot with kaguya?!!
TERRIBLE GAME!!
No, thank you for the great information. Loving the mechanics this game has.
What playing Jamie into Guile does to a mf
Is Under Night In-Birth even more complicated than even the game of Go? Isn't UNI2 early access in less than 24 hours?
So is SF6 bad design? I feel like this is more on a UNIST post rather than a genuine comparison between the two games as the title suggested in the way it was structured.
When watching this, I thought he said 6 weird... Huh 🤷
Mika has no vorpal trait XD
I bought SF6 but i'm not getting UNI2 even though i think the later is the superior fighting game because of one missing feature : crossplay.
I can't support a fighting game that doesn't offer crossplay in 2024.
yea issue is french bread having like 20 employees and the japanese being unable to code (this is not racism btw. japan across everything has a terrible reputation in programming, and even kamone said they couldnt handle something like it. jp devs will either joke about this or go radio silent)
unless kamone has enough cash to get a bunch of overseas programmers (usually american) the same way arcsys did with guilty gear, its very unlikely to impossible.
and no, arcsys has no relation to uni other than being its western publisher. iirc sega was the japanese one foe uni
Crossplay: a feature that will take money to implement.
Not buying a game cuz a feature you want is missing, invariably leading to said feature not appearing ever, seems like a dumb idea.
@@RaifSeverenceI mean, cross play makes the game survive longer. This game could die in two months on PC, and then what? You just wasted money for nothing.
Cross play isn't just a good feature, it's essential for fighting games. But hey, it's just my opinion of course.
:o
2:41 Was that your mom?
Anime games are awesome.
Bad takes on that list. If those systems were better the games would have more than 100 people online.
Is there a Fighting Game that you don't need to study for years just to learn how to play?
There isn't one where it doesn't have 50 different mechanics that you need to 100% understand just to play?
I was starting to play UNI2 but just to scrap the basics is like reading a fucking bible, even if you try to put GRD aside for a sec., guess refund is the only way.
If you're looking for a fighting game that's light on mechanics, you may want to look into the Samurai Showdown series. Bear in mind though that There is a fair amount of blood, just in case that's not your thing.
Appreciate doing nothing for 5 secs
boo this man lol