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Sourenga

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Posts posted by Sourenga


  1. I sure wasn't expecting to see Chemeti back... Maybe Mercedes also has chance of returning now...
    Apparently the game's name is officially shortened as "UNIst" (uniest)
    And it seems that no one has translated any detailed info... Oh well, here we go. 
    ____________________________
     
    "Extremespeed Guillotine" whose admiration wanders into the paranormality
     
    Phonon
    Height: 157 cm
    Weight: 45 kg (78/57/82)
    Birthday: August 5th
    Bloodtype: AB
    Ability: The EXS of Whipping Sounds, "Baroque Noise"
    Weapon: Meunière (Whip)
    Affiliation: None
    Voice: Saori Oonishi
     
    "I awakened into this power a manga protagonist could have. It would be such a waste not to use it in a cool way."
     
    STORY:
    Admiring the abilities and wanting to freely use her own ability, she leaves a strictly disciplined student vigilante group, "EFG". 
    This sensitive girl is common in these days. She has grown bored of her peaceful life as a student and kept searching for her "true self" for a long time.
     
    She keeps thinking that her powers as a "Fake Born" was what finding her true self meant. She walks under the night thinking that her powers should be used on other people. But people rumor that within the people who wander under the night, there's someone who takes a form of your "false self" from the time before you awakened as your "true self"...
     
    FIGHTING STYLE:
    Phonon fights with a whip in her hand. Whip attacks have a lot of reach: she can overwhelm the opponent from far away or drag the opponent close to her and then beat them. There are many sadistic way to get offensive...
     
    Also, a flexible whip has excellent ways to react to opponent's moves. She has a lot of potential to intercept the opponent's moves.
    Whip can freely change form whether you're on offensive or not. If you imagine how Eltnum does her Etherite Air move, there's a lot to look forward from this character.

  2. Reminds me of that rumor back when the game was released that French Bread had created an entire playable character for Tsukuyomi but decided not to add her to the game's roster until they had another character to go with her because she would unbalance the character select screen if added by herself. :v:

    Well, that's half-way correct... Tsukuyomi was planned to be playable before Byakuya, but nothing states that Tsukuyomi was a finished character.

    Narita said in a Famitsu interview that after they finished Nanase they wanted to add Tsukuyomi as a playable character. But in that case, both new characters for the console version would have been female... So, for the sake of roster's gender balance they chose to adjust Tsukuyomi's backstory and make Byakuya playable.

    Gender balance was also the reason why Orie's gender changed from male to female. Anyone remember Londrekia?


  3. Various bug fixes and additional functions will be added in a patch that releases during March.
    Here are the details:
     

    Various Fixes
    Network
    - Improved the cross-platform play stability
    Player Match
    - Fixed the issue where your MOM character's level was displayed incorrectly
    - Fixed the issue that you could only rarely play with some players (?)
    Trophies
    - Fixed the issue that you couldn't earn the Trophy "Single" (*Those who have failed to get it, will earn the Trophy by fighting a one match)
    System Voices
    - DLC System Voices are now adjusted, so they are easier to hear.
    Library
    - Fixed typos and omissions
     
    Improved Functions
    Network Lobby
    - Increased amount of Beginner Lobbies, changed the Lobbies place in the list
    - Added a function that forces you out of Lobby if you stand-by (No inputs) for too long. When you've been in stand-by for 5 mins, your avatar will turn sideways and after 15 mins it'll exit the Lobby
     Ranked Match
    - We changed the Waiting function so that it doesn't briefly stop as often.
    Player Match Room
    - Added voices that tell when it's your turn to fight
    - You can now quickly move back to Waiting Area by pressing the X button (Most probably O button in the localized version)
    - Voice Chat is now forced off once you enter a Voice Chat Banned room
    - You can now change character while you're seated on fighter seat
    - Date and time is now displayed on the top of the screen
    Player Match
    - Font size and scroll-speed of the Comment function are now optimized
    Ranking
    - Added a menu that let's you retrieve a player's profile
    Replay Theater
    - You can now skip the victory animations while watching a Replay
    Option
    - Removed the function to reset your D-Code


    _____

    More importantly, that text lists that another patch will be released later this year.
    This patch will have 1.10 balance, support for the tournament app, added "Room Disband Notice" function for the Room Owner, and added "Random" option to System Voices.

    They also write they have found a way to fix the issues with PS4 Rank Match search, but it'll take some time and they are not sure if it'll make in time for that patch...


  4. + Does even more damage when Eddie gauge is low.

    - Eddie gauge refill slower than before.

    - Eddie gauge doesn't recover during special moves (ouch!)

    - It says Deadman's Hand does more damage when you have more Eddie gauge left. Also, you didn't mention but Deadman's Hand now has more untechable time.

    - Eddie gauge recovers slower when Eddie gets destroyed by the opponent's attacks. If you deplete the gauge, refill is the same as before.

    - It only says Eddie gauge doesn't recharge during Awakened Special Move (a.k.a. Overdrive) animations and some other moves.


  5. Here we go, Berrypine nerfs:

    - Berrypine now has hurtbox and you can kick it around.

    - It also doesn't explode if Elphelt takes a hit.

    - It now explodes when it comes into contact with other projectiles.

     

     

    Arc says the revealed changes are only a portion, so there might be something more, but these still doesn't seem like too big changes. There's some stuff like Chipp's camouflage: "Visual effect has changed" that you'd definitely need to see in action to get what they've wanted to change...


  6. Last chance qualifiers have ended. The qualified teams are:
     
     
    Chiba's Seven Heroes (Chiba Nanaeiyuu)
    - Isago (HI | No.1) Necro-tan (HY | No.5) Tenpoo [Honki] (GO | No.6) 
     
    and
     
    Moving Like a Blossoming Lily (Aruku Sugata wa Yuri no Hana)
    - Cross/SPEED (YU | No.15) Nedi (CA | No. 6) Keisuke (LI | No.12)
     
    My earlier tournament post has been edited and final numbers of each character are there. Now they are having a break and the actual tournament starts at 6PM (JP time)
     
     
     
     
    ____________
     
    And it's over! Results are:
     
    4. "Chiba Nana Eiyuu" (Isago [HI] Necro-tan [HY] Tenpoo [GO]
    4. "Kagayaki no Mukougawa e!" Destrade [GO] CROW [ME] Suga [HY])
    2. "Tottoko Hametaro" (Notes [CA] Tottoko [LI] Kanzaki [GO])
    1. "Watanabe Transportation (Ltd.)" (Fusemaster [WA] Ma-kun [YU] Rion [HY])

  7. I've updated my tournament post and added the team (Time Upper, Gashi-san and Ohittou) who qualified from Sega World Narita qualifiers.

     

    Also... THE FINALS ARE TOMORROW!

    Last year, the qualifiers started at 2:30 PM (JP time) and they were 3 hours and 30 minutes long. Then they held a one hour break, and the actual tournament started at 7 PM.

    Official site says that this year the entry deadline is 12:30 (JP time) which is two hours earlier than the last time. The last chance qualifiers most likely start pretty soon after that...

     

     

    Stream hasn't been officially confirmed yet, but it's very likely it'll be streamed at the same place as the last two OTW tournaments were.

    http://www.ustream.tv/channel/under-night-in-birth

     

    EDIT: Confirmed. They are streaming it here: http://www.twitch.tv/kagecchi


  8. I'm curious how they changed the rank up/down system.

    Dan'i system changes from universal to a character-based system. I really don't get why they wanted to do this, when PSR still remains in the game...

     

    Rankings will also be somewhat reset. If you have a character that's at least "Shodan 初段" (Grade C in the localized network terms) -> All your characters will start from "Shodan 初段" when the game updates. If you have none, then all your characters will start from whatever rank each of them were at. Anyways, everyone starts from "Shodan" or lower when the game is released.


  9. Would anyone happen to have translated notes of the changes for Kanji?

    Here you go. Gathered some stuff from here and quickly translated them.
     
    KANJI
     
    SB Added Cruel Attack can be OMC'd & Super Canceled
    j.C faster start-up, landing recovery decreased
    5C has now longer reach, its hitbox is horizontally longer
    Auto Combo more difficult to combo into Bet Ya Cant Take This (j.214AB), but SB version still works
    5B  and charged 5B connect to 2B on hit
    j.C 
              * Rising j.C works
              * Fatal Counter & Fatal Recovery both removed
              * Causes crumbling on counter hit
    Increased range, slower start--up on his Throw
    All-out Attack 
                 * Whether it's Kanji-only or just a bug is unclear, but he's able to cancel All-out Attack with Skills.
                 * -4 or less on block (Akihiko's 5A couldn't punish it)
    This'll Hurt
              * SB version damage nerfed. 
              * Overall damage nerf. SB now deals same damage as C version used to. Order is C < SB < D
              * Fatal Recovery removed from D version
    Primal Force 
         C-version
                 *A lot faster start-up
                 *No bounce even on counter hit
                 *Can pass through the opponent if used close by
                 *Takemikazuchi disappears faster on hit and on block
        D-version
                *A lot more slower start-up
                *Takemikazuchi appears, waits a moment then starts to attack. Kanji becomes able to move when Takemikazuchi starts to move.
                *Could be used for okizeme. Doesn't seem to work as a combo part
                 *Bounce on counter hit
       SB-version 
                *Unblockable, bounce on hit
     
     
    EDIT: I'm bored, so here's more stuff about other characters... All from that same wiki...
     
    YU
    Skills kill combo damage even more
    5C: Nerfed as a combo starter
    5D: Deals 2 hits after OMB
    j.C Better combo starter
    j.2B Comes out with the command j.1B & j.3B. Hitbox nerfed and cross-up won't work
    Throw: Wallbounce in corner removed. Damage increased
    Air Throw: Damage nerferd, but is a better combo starter. Can't be followed with j.2B
    Lion B-version: After the Faint, moves slower in the air. Landing recovery added. Same attack property.  Fatal Recovery (even after faint)
    Lion SB-version: Fatal Recovery
    Zio: D-version super fast projectile. Fatal Counter removed. 
    ZIo: SB-version. Looks like the old D-version. Faster start-up than the old D-version. Not chargeable. Fatal Counter
    Aerial Zio: Midair stop increased. Bullet speed same as the ground version. Still no landing recovery...
    Heroic Bravery: SB is now the old A-version. Faster start-up and longer distance. Can be cancelled really quickly.
    Swift Strike: Fatal Recovery removed. Furious Action follow-up has less untechable time.
    Lightining Flash: Fatal Recovery remvoed.
    Cross Slash: Fatal Recovery added.
    Thunder God Dance: Minimum damage nerfed (3240 > 2860)

     

    YOSUKE

    Glide removed
    5A hitbox nerfed. Doesn't work as anti-air
    Auto Combo: SP and Burst comes from Kunai
    5B: More disadvantageous on block(?)
    j.A hitbox nerfed.
    j.C hitstop removed? Deals 4 hits. 5C>iad>j.C doesn't work in corner -> Attack Level decreased?
    Furious Action: Opponent can recover more faster. Hitbox nerfer from above. Active frames decreased. 
    Dash Spring: A-Dash > SB Crescent Slash doesn't work
    5AA>5C>2C>SB-Spring works. Unknown how it's now possible.
    Moonsault: Landing recovery increased. B-version rises higher.
    Flying Flash Cut: Untechable time decreased
    Tentarafoo: Fatal Counter. Fatal Recover removed. D-version: Faster start-up, distance decreased
     
    MINAZUKI
    5C > Sweep removed
    Forced knockdown removed, groundbounce added
    5D recovery decreased (All D attacks seem to have decreased recoveries)
    5D > Sweep removed
    j.B downward hitbox smaller. Untechable time decreased
    j.C & j.D recovery decreased
    Furious Action: Ground version can be teched in air. Aerial version slams opponent opponent more diagonally away. Increased landing recovery.
    B Survival Knife is a low
    Soaring Fang: A-version has shorter time to input Destructive. B-version cancels into Destructive faster
    Destructive: B-version hitbox changed, Minazuki now "sinks into the opponent". Can be followed from when comboing an aerial opponent. Advantageous on block.
    SB: Following with 2A is easier, is fact you can now pick up with 5B
    Wings of Purgatory: Kills combo damage if you try to follow from it.
    Moon Smasher: Damage nerfed, Fatal Recovery
    Dream Fog: C & SB superflash comes after the opponent successfully lands a hit to it. D-version is a strike move

  10. Year has changed and there's about two weeks until the finals of OVER THE WORLD -settlement- 
    We're still missing three teams, but here's a list of the others who have already been qualified for the tournament. I also included how high each player is ranked with their choice of character.
     
     
    To the Other Side of the Light! (Kagayaki no Mukougawa e!)
    - Destrade (GO | No.1) CROW (ME | No.3) Suga (HY | No.21) 
     
    Preview of Kokuyo (Kokuyo no Yokoku)
    - Koishi (VA | No.2) Kure (YU | No.2) Yomi (LI | No.4) 
     
    The Strong Azure Trio (Aoki Sangou)
    - Moryou (ME | No.9) boogie (HI | No.6) Kyou (GO | No.3) 
     
    Goodbye Mr. Time (Jikan-san Sayonara)
    - Kai (SE | No. 4) Kaname (GO | No.7) Row (OR | No.2) 
     
    Thank you, Gashi-san (Arigatou Gashi-san)
    - Isumin (YU | No.11) Hibikino (HY | No.9) Kome (OR | No.6) 
     
    Special Guest
    - Jin (HY | No.4) SAT (CA | No.2) Leo (LI | No.2) 
     
    Craftsmen of Shizuoka (Shizuoka no Shokunin)
     
    The Darkness of Tropics (Nettai no Yami)
    - Heiho (ME | No.2) Devil (HI | No.3) Shin (GO | No.60)  
     
    Assen 3
    - GO1 (GO | No.2)Tatsu-E (ME | No.1) Senaru (EL | No.1)
     
    Wataname Transportation (Ltd.) [(Kabu) Watanabe Unsou]
    - President Watanabe [Fusemaster] (WA | No.1)  Broken Ma-kun (YU | No.1) Rion (HY | No.1) 
     
    The Strongest of Kyuushuu (Kyuushuu Saikyou)
    - CV: Touyama Nao (VA | No.10) Scarlet Princess (OR | No.3) Jiyuujin (HY |No.2) 
     
    Nishine Family
    - Ogura Asahi [Eve] (EL | No.2) Nishine (OR | No.1) Yuge (GO | No.10) 
     
    Trotting Hametaro (Tottoko Hametarou)
    - Notes (CA | No.1) Tottoko (LI | No. 5) Kanzaki (GO |No.17)  
     
    Bodyguards of the Lovely Loli-Girl, Linne-chan (Raburii Rorikko Linne-chan Shin'eitai)
    - Jikangire [Time Upper] (LI | No.2) Gashi-san (WA | No.2) Oushuu Hittou [Ohittou] (SE |No.2)
     
    Chiba's Seven Heroes (Chiba Nanaeiyuu)
    - Isago-sensei (HI | No.1) Necro-tan (HY | No.5) Tenpoo [Honki] (GO | No.6) 
     
    Moving Like a Blossoming Lily (Aruku Sugata wa Yuri no Hana)
    - Cross/SPEED (YU | No.15) Nedi (CA | No. 6) Keisuke (LI |No.12) 
     
     
    Characters:
    Gordeau: 8
    Hyde: 6
    Linne: 6
    Yuzuriha: 5
    Orie: 4
    Merkava: 4
    Carmine: 4
    Hilda: 3
    Vatista: 2
    Eltnum: 2
    Waldstein: 2
    Seth: 2

     

    And of course, no Chaos or Akatsuki...


  11. I still have no idea what the hell they did to Sho in the loke test. -_-

    I don't play Sho, but here's some comments from Twitter quickly translated...
     
    - Moving distance of 5B reduced
    - No more forced knockdown when you hit 5B's second hit to an aerial opponent - they just stay afloat.
    - Fatal Recovery removed from 2C
    - 5B>5C>5B gatling route removed
    - If your combo gets too long, the opponent can tech out from Destructive Fang in midair.
    - Moon Smasher damage seems to have been nerfed. On counter hit, the opponent flies to a different direction - You can't follow with OMB
    - Amount of hits B Rising Fang deals has been reduced
    - Amount of hits Blazing deals has been reduced
    - Can't follow A or B Blazing near the corner even on Counter Hit
    - j.B hittbox is now smaller from below Sho. j.B>j.C loop is impossible.
    - A Rising > jump cancel > A Rising A doesn't work
    - A Rising > jump cancel > j.B > Aerial B Rising > A Destructive works
    - Aerial D High-Speed has faster start-up
    - Aerial C High-Speed now moves more diagonally.
    - Aerial High-Speed cancel > Aerial SB Rising doesn't seem to work. High-Speed cancel > SB Destructive works

  12. A連からBドロが繋がるけど、端に押し込んだとしても2Aで拾えないってことは硬直は今まで通りかそれ以上ってことか。A連空中ヒット>Bドロの場合は2Aで拾えた。これは今まで通り

    "B Droit can be combo'd from Auto Combo, but I couldn't follow it with 2A, not even in corner - meaning the recovery is the same or maybe worse. Auto Combo (Aerial hit) > B Droit > 2A still works."

  13. Anything about Shadow Labrys...? The character no one seems to play.

    https://twitter.com/hashtag/p4u2%E3%82%B7%E3%83%A3%E3%83%93%E3%83%AD%E3%82%B1%E3%83%86%E6%83%85%E5%A0%B1

    I don't play S.Labrys but here's some stuff...

     

    - Air Guillotine > 5C removed

    - 5C blows the opponent away (Flies over S.Labrys even if you sandwich the opponent...) and causes wallbounce 

    - j.2C slower start-up? Increased recovery? 

    - Increased hit stun from 5A

    - 2B is jump cancelable

    - 2C and Hammer are pretty fast

    - 2C floats the opponent pretty high. They can tech if you use it in a combo

    - SB Guillotine floats the opponent higher. No way to continue on midscreen. 5A, 5B and 2B work in corner...

    - Opponent falls faster from SB Authority hit. Can't combo Brutal Impact from it.

    - 2B>5B isn't back...

    - No bounce from her Furious Action


  14. Seems like they once again only list the buffs... Can't wait what kind of nerfs JP players will find tomorrow... 
    Anyways, here's the system stuff translated... Character specifics are coming soon...  All done!
     
    Shadow:
    - Burst gauge added, Reversal Burst is usable
    - Attack power increased
    - HP amounts has been individually changed
    - SP gain amount has been adjusted
     
    Shadow Frenzy
    - Only usable when Burst gauge is charged (Usable even if you don't have full SP gauge)
    - Unburstable
    - Adjusted the amount of SP moves use during the Frenzy
    - Activating Frenzy with max SP recovers Persona cards
     
    All-out Attack
    - You can hold the button to do the All-out Rush
    - Harder to punish on block
     
    Ground Throw
    - Is now super cancelable
     
    Auto Combo
    - You have to use Auto Combo until Skill-move comes out in order to receive the "Bonus".
     
    Some Persona-attacks
    - In most of the C-moves, Persona is invincible during the start-up of the move (Until they actually appear on the screen)
     
    S-Hold System
    - Only usable in single-player modes
     
    Ailments
    - System message is now displayed when you get hit by an Ailment
    - In Confusion, you now block whether you hold the lever forward or backward
    - In Spinning, the latter half where you can only guard has been removed
    - In Freeze, you can press buttons to free yourself
     
    Colors
    - Some set-up items now change color for P1 and P2 (Teddie, Yukari, Rise, Marie)
     
    YU:
    - SP Heroic Bravery is now a strike move
    - D Ziodyne has faster start-up and a greatly reduced recovery
    - Zio's performance has been changed. D-version is a fast projectile and the old D is now the SB version
     
    YOSUKE:
    - After you use Moon Assault three times, you can continue with Kunai or V-Slash
    - Landing recovery from Crescent Cut has been decreased
    - Mirage Slash's invincibility starts faster, recovery also decreased
     
    CHIE:
    - 2C faster start-up, faster recovery
    - Herculean Strike has faster start-up, harder to punish on block, SP-version has added projectile invincibility
    - Effect of Power Charge is now show in numbers (?) than in a time-restriction.
     
    YUKIKO:
    - Jump B landing recovery decreased
    - B-version Flame Dance has faster start-up, can be combo'd from C-attacks
    - All Skills can be cancelled with Phoenix Flame Swirl on hit.
     
    KANJI:
    - SB Added Cruel Attack is now One More Cancelable and Super Cancelable
    - j.C have faster start-up, decreased landing recovery
    - 5C hitbox increased from before Kanji, increased reach
     
    TEDDIE:
    - j.2C can be used near the ground, P-Combo Route added so it can be cancelled from j.B
    - You can now use D-moves during the cooldown from Mystery Teddie SP
    - D Teddie Warp has hitbox for where Teddie comes out
     
    NAOTO:
    - Switching between versions of "Snipe" is faster. Final Bullet from C-version is ricochet
    - D-version Venom Zapper has faster start-up, combo can now be continued from it
    - 2C is cancelable on block

     

    MITSURU
    - Coup Droit B and SB versions  have faster start-up
    - Charged 2B, rises the opponent into midair on hit
    - Tentarafoo has faster start-up, can be combo'd from some moves
     
    AKIHIKO:
    - The opponent isn't forced to start when hit by Kill Rush
    - Double Upper is now faster depending on your Cyclone Level
    - If you use Hop or D-moves, you won't lose your Cyclone Level and can continue with Boomerang Hook and others...
     
    AIGIS:
    - When you use Vulcan Cannon, you can hold the button to land on the ground
    - Second half of Air Boost can now be cancelled with normals or Skills
    - In Orgia Mode, 2A, 5B and Sweep are jump cancelable
     
    ELIZABETH:
    - Mabufudyne has faster recovery, A-version is now Super cancelable
    - Mahamaon has faster start-up and can KO only under specific conditions
    - Diarahan now has a hitbox and hits the opponent
     
    LABRYS:
    - Standard Axe Level is now Green. It's harder to get a high Axe Level to decrease
    - When you counter opponent's move with Axe Slash its start-up will be faster, it's also harder to punish on block
    - C or SB Weaver's Art: Beast increases Axe Level on hit
     
    SHADOW LABRYS:
    - Buffalon Hammer has faster start-up, Asterios' endurance value has been increased
    - Hammer Upper's (8C/j.8C) start-up is now a lot faster
    - Chain Knuckle has faster start-up, decreased recovery
     
    YUKARI:
    - Arrows from "Feather Arrow" now fly a lot faster and can be reflected from Magaru
    - Faster start-up on B-moves
    - 6D now makes Persona to appear far away from Yukari
     
    JUNPEI:
    - Aerial C Full Speed Slide is now a low, Aerial D & SB versions are overhead+low
    - You no longer get one "Out" if the opponent techs from your throw
    - 5A, 5B, 2B, j.2A, j.2D have faster start-ups
     
    SHO:
    - You can now follow Dodge action with an attack (C or D button)
    - Soaring Fang is now usable in midair
    - Height of each Survival Knife has been adjusted, low knife is now actually a low attack
     
    MINAZUKI:
    - C & SB Dream Fog now causes super flash when the move is successful. D-version is now a strike move
    - Recovery of his D-moves has been decreased, Charged versions are now a little safer
    - Destructive Fang is now safer on block
     
    RISE:
    - B ROCK YOU's music note's trajectory can be changed by holding the button, notes now moves forward as they burst
    - Tetrakarn and Makarakarn have decreased recovery, added projectile invincibility (SB also has strike invincibility)
    - 2B second hit now has head-invincibility
     
    KEN:
    - Vile Assault has faster start-up, decreased recovery
    - Mediarama now has a hitbox and it hits the opponent
    - Now you need to hold D to have Koromaru exit from the screen
    - Koromaru now executes his attacks when you release the C-button (Doesn't work with Skills)
     
    ADACHI:
    - Evil Smile has faster recovery, SB-version hits crouchers
    - Latter half of Scared? can be cancelled with Skills
    - Magatsu Mandala status boost changed, after you use it Adachi's SP Skills leave 2 Ailments on the opponent.
     
    MARIE:
    - Greatly increased reach on 5C
    - "Fallen Angels" (Chocolate) and "Memories of Grief" (Cloud) have faster start-up, decreased recovery on SB-versions
    - Run Amok SB-version has faster start-up, can be combo'd now
     
    MARGARET:
    - In "God Hand" Persona is invincible until the start-up
    - During "Mediarahan" Margaret can take attacks from the opponent, increased HP-recovery when taken hits
    - You can now delay his Sweep by holding the button

  15. So any news about balance patch or DLC chars.?

    Nope,

    French Bread said their next step is to make sequel (if it's possible), so I highly doubt there will be any kind of updates to this game. It's pretty amazing that they even bothered to add the BGM select...

     

    When they release Byakuya and Nanase in arcades, they could change the balance, but I think it's unlikely. Before the console version released Narita stated that the current balance is the finalized form of UNIEL (which is why the console version didn't have a new balance). Narita also stated during the most recent Ustream that "They don't want to change the balance simply because people want someone to get buffed/nerfed. When they change the balance, they want to change the game more drastically."


  16. Stream over. Nothing of importance announced. Here's just some random info bits...

     

    - French Bread doesn't really have any influence to UNIEL official tournament, so they can't increase the amount of qualifiers - Gotta ask from others.
    - They would like to make a sequel and are currently looking for more people... Nothing actual done yet, but only thinking stuff that needs to be done in the sequel.
    - Narita never expected their fighting game (Dengeki FC) to get a TV commercial.

     

    - There won't be another guest character from same series. If you want to play as Murakumo, go ask En-Eins developers to create a sequel.
    - At first Narita though that once the game got popular they could remove the guest characters.
    - Narita thinks it's too early for Kuon to become playable character - at best he could be a boss in the sequel.
    - Narita thinks it's impossible for them to create Lobbies like ArcSys did in BBCp and P4U2 - It's like creating a completely different game within a game.

     

    - They have gotten a lot of feedback that the currenct system is pretty good, so they think that they shouldn't make any big changes anymore.
    - Narita thought that there's no need for Story Mode in a fighting game, but they've huge amount of requests about it.

    - Narita doesn't allow panty shots for any characters.
    - There's still chance for Chemeti to be added.

     

    - Adding Network Mode to arcade version (like in Tekken 7) is technically possible, but what happens to the paid 100 yen when the connection fails...
    - Narita think it could work and eventually all arcade fighters might end up that way.

    - "Who would buy Orie's or Vatista's dakimakura...?"
    - A lot of Akatsuki Blitzkampf players have sent feedback to French Bread.

     

    - It's going to take a while longer before Nanase and Byakuya are going to be added to arcades.

    - Porting Windows-based arcade version to PS3 was difficult, but now it's more difficult to move data from PS3 version to arcade version...

    - Sequel's name hasn't been decided, but Narita says that "UNI Two sound dumb"
    - It was unexpected how many requests for playable Tsukuyomi they got, but currently story prevent her from being added...
    - Terminology and setting explanation page is coming soon. If they don't create something like that, they can never do a Story Mode.
    - "Look at the time!" system voice needs to be added. No idea when.

     

    - Narita still wants Skullgirls guest character, but nothing to talk about yet.
    - Porting Melty Blood: Current Code to a newer arcade machine isn't something French Bread can do on their own. Talk to TYPE-MOON.
    - Narita isn't sure if they can add alternative button schemes (like in BlazBlue) to the arcades.
    - When they watch Kamone playing Hilda, they wonder how exactly is that character supposed to be weak...

     

    - They don't have too many people to draw pixel sprites...
    - Nothing to announce coming next month... Next stream sometime later...

    - It's been some time since they worked in the Western version of the game. It's pretty much in ArcSys' hands now.

    - They get a lot of comment from overseas. As long as it's English it's okay, but when they get comments in other languages they don't know what to do.
     


  17. http://contentssync-arcsystemworks.ambel.info/index.cgi?eid=1307

     

    Patch for PS3 version will be released on the next Wednesday!

    Arc System Works has detailed all the changes.

     

    -------

     

    Arcade Mode
    - Fixed some bugs related to winning streaks

    Training Mode, Player Match, VS Mode, VS CPU Mode
    - BGM select function added. Can be used in these 4 modes.

    Training Mode
    - Fixed some bugs with pause menu view

    Player Match
    - Game now remembers the stage that was used in the previous match
    - Fixed some bugs related to character colors
    - Fixed some bugs related to Character Select screen.

    Ranking
    - Fixed some bugs in the score display

    Battle Scenes
    - CPU opponent's level has been adjusted
    - Fixed various bugs from Waldstein, Byakuya, Orie, Seth, Chaos and Yuzuriha

    Option
    - "Display Type" has been added.
    - Fixed a bug related to button settings

    Others
    - Fixed some bugs related to Main Menu view
    - Fixed some typos from Character Select screen

    * Character balance remains the same!

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