Under Night In-Birth Exe:Late[st] just came out in Asian regions, and those who imported or bought the game online are eagerly training with the latest version and new characters. While UNIST is a fairly accessible game, there’s plenty of depth to it. The strategic systems, for example, the GRD system, can be challenging to utilize most effectively. Thankfully, those who wish to elevate their game can read a practical guide.
Under Night In-Birth Exe:Late[st] just came out in Asian regions, and those who imported or bought the game online are eagerly training with the latest version and new characters. While UNIST is a fairly accessible game, there’s plenty of depth to it. The strategic systems, for example, the GRD system, can be challenging to utilize most effectively. Thankfully, those who wish to elevate their game can read a practical guide.
There are those who straddle both worlds — the East and the West — and the Evolution Fighting Championship is one opportunity to meet such folks. Andrew “Jiyuna” Fidelis has spent the last seven years in Japan teaching English, though that’s not all that he was doing. In between classes and exploring Japanese culture, we’ve seen his streaming and video work, which eventually led to collaboration with Twitch.Hx.CYG BST|Daigo Umehara. Furthermore, in between commentating for various titles, he also began contributing to the upcoming ARIKA game.
I had the unique chance to meet up with Jiyuna at the Anime Suite at Evo, which he graciously hosts every year.
Luke “Woocash” Siuty: Bring us up a little on what have you been up to lately. You’re producing for Red Bull?
Andrew “Jiyuna” Fidelis: So actually, I work for Daigo, who of course, is sponsored by Red Bull and Twitch, so I do a lot of work with those companies, but through Daigo. I also recently joined ARIKA, so I’m helping them produce their game, doing localization, promotion. Helping them run their social media, and stuff like that. I’m also networking with BEAST, which is an Asian streaming team, so I’ve been doing commentary work around Asia, helping them set up their streams. Then I also have my own brand, my own streams, and my own freelance interpretation work as well. So a little bit of everything right now.
Woocash: And you were a teacher as well?
Jiyuna: Yes, for seven years.
Woocash: And that ended. Weren’t you doing a bit of soul-searching after that, or did things not line up yet?
Jiyuna: Pretty much, I’ve been in Japan for seven years and most, I would say 95% of the teachers there, they don’t want to teach. But that’s sort of the entry way into the country. It’s hard to break out, you need to have enough lined up. Fortunately, these past few years, things have been coming together, so I was able to stop teaching this year and go full-time into gaming-related work. I wanted to stop teaching for a long time. Right now, I’m doing my dream job. This is what I wanted to be doing.
Woocash: How do you feel?
Jiyuna: Very happy, very grateful, but also tired. It’s exhausting, but in a good way.
Woocash: Sticking with the subject, tell me a little about the documentary series you’ve been doing in Japan.
Jiyuna: So really, [laughs] I don’t think they’re very good. I just bought a camera one day and walked around. I think it’s more that Japan is just so cool. I’ve been there for seven years and still, just walking down the street, wow, it’s such a cool country! I go out with my camera, film whatever, and like I said, it comes out pretty interesting. That’s not me, that’s just the country! I would like to make more, but they’re very time-consuming. I’m quite busy now.
Woocash: Let’s talk about Evo. You were performing a new role this year, and I don’t think we’ve had a “floor” commentator before, a different set of commentators. It’s a bit more “event” style.
Jiyuna: So this is the 15th Evo anniversary. The old Evos, I don’t know if they’re including “Battle by the Bay,” but, in the old days, that’s how they had it. They used to have the house mic. This year, they wanted to bring it back. They said, “We’re getting a little too esports, let’s go back to our roots.” It’s not a new thing, but it’s a thing they wanted bringing back. It was really fun for me, no one has done it recently, so there are some kinks we have to work out, but overall, I think it was a success. I think a lot of people enjoyed it.
Woocash: What difference do you think it makes?
Jiyuna: It’s hugely different, I would say. When you do commentary in a booth, you definitely feel like you’re blocked off. You are in your own little world, bubble, it’s you and your co-commentator, and the crowd is irrelevant. You’re only talking to each other and maybe each other. But doing the in-house mic, I really felt that I was down there, on the ground, on the floor, with everyone else in the arena. We’re all watching together, getting hype together. I felt like I was able to draw out some energy from the crowd, make them a little more excited than if there was no one there, and at the same time, they helped me get more excited than if I was doing regular commentary. I think it was a really good thing.
Woocash: Stepping into the games industry, as we’re heading into 2018, a lot of fighting game companies are eager to listen to fans and are more responsive about feedback. How would you say the spirit of fighting games is changing as companies seem to cater more to players?
Jiyuna: The big word right now, of course, is “esports.” There are some companies that are choosing to focus on esports and creating that league, and money, getting that exposure on television. And some other are choosing to just stick with what they have been doing, putting out a good, solid product. That’s the big divide right now, and you see it a lot between the east and the west. I’m not a competitor, I don’t play for money, so I’d much rather have a good product. Just at Evo alone, with all the announcements that happened so far, I think we’re in a very good spot. Late this year and 2018 look to be very, very promising.
Woocash: Tell me a little about this Anime Suite tradition.
Jiyuna: So it started about five years ago, I didn’t really think much about it. I was coming from Japan, it was my first Evo after moving there, and there were some other Japanese players showing up that I knew. Five years ago, the connection between Japanese and the US players wasn’t really there at all. I figured, since I know both scenes, why don’t I start this party thing. I expected like 40 people show up, and we had like 200. Ever since then, every year I’ve been trying to do it, and it’s been getting bigger and bigger. This year I had planned to have two of them, but there were some problems, so we were forced to do in the usual size. It was pretty cramped in there, but people had fun. I had fun. It’s good.
Jiyuna: We just released the announcements. There will be a playable demo later in 2017, it will release in 2018. There were many interviews over the weekend, and the big thing is, they don’t want to make a game by themselves, they want to make a game together with the community. During development, there will be a lot of reaching out to the community, getting feedback, and adjusting the game until they can put out a product they think everyone worked together to make. So I think this is a unique experience, most other companies kind of just do their thing and put it out. Expect to see a lot of changes in the upcoming months.
Woocash: What’s your drink of choice?
Jiyuna: The drink of choice of course is gotta be the Strong Zero. I feel bad when people taste it and seem a little disappointed, they say “Jiyuna, what are you doing?” But Strong Zero is more than just a drink. It’s something you can buy anywhere in Japan, you can drink it anywhere. A $1.60. 55 calories, no carbs, 9% alcohol. It’s everything. It’s perfect.
We’re getting closer and closer to the release of the BlazBlue: Central Fiction 2.0 arcade patch, which is dated for August 3rd. It will introduce Jubei as well! Although we don’t know a console date yet, Arc System Works has addressed a few of the unusual patch notes in a stream.
As translated by fans, here are the patch notes that ASW explained, with screenshots of the upcoming version:
1. Bang’s command throw super
“Now able to grab opponents who’ve just started jumping/landing.”
This Distortion Drive can now indeed catch someone who is already off the ground. They stressed, however, that if you jump after the freeze, you will not get caught by Bang.
2. Nine’s Kunzite tracking
“The projectile’s positioning has been adjusted. It’ll appear right in front of Nine in the ground version, while the aerial version now has a fixed minimum range, and it won’t appear any closer to Nine than the specified minimum range.”
Kunzite can no longer track an opponent that’s behind the witch. The picture above is the aerial version — now, that is the closest it can appear to Nine, so there’s a definitely a blind spot. There’s nothing to worry about in the ground version of Kunzite, it will still hit someone right in front of her.
3. Valkenhayn’s j.D landing state
“Whenever you land during the active frames while in Wolf form, you’ll always go back to Human form when landing.”
Pretty self-explanatory — whenever Valkenhayn lands on the ground from j.D, he is forced into human form, unlike before.
These were all the changes shown on video. For a few more screenshots and explanation, check out HiagoXYZ’s Evernote, who kindly translated the BlazBlue Twitch stream.
There’s certainly some palpable hype behind the BlazBlue: Central Fiction‘s cat samurai. Many folks– on Discord, for example — have already declared themselves as Jubei mains. Soon, the long-awaited character will increase the already bulky roster by one.
Recently, an image surfaced that reveals all of Jubei’s special and Distortion attacks:
GREATFERNMAN posted an Evernote that translates the moves into English characters, and explains some of their functions:
Specials
Rekkouzan: 236A or 236236A (Stylish: 5S)
Ichinokata Kagerou: 236B (Stylish: 6S)
Ninokata Onigitsune: 214B
Sannokata Ranjishi: 214C (Stylish: j.6S)
Yonnokata Kurohyou: 632146C (chargeable)
Ginshuukyuu: 236C (Stylish: 2S)
Shitenjin: j.236D or j.214D
1) Rekkouzan: (After using Fudou Sharenjin) 236A (Stylish:5S)
-> 2) Followup: A during 1 (sorry I can’t make out the kanji in the photo)
-> 2) Launch: B during 1
-> Ichinokata Kagerou: 6B during 1 or 2
-> Ninokata Onigitsune: 4B during 1 or 2
-> Sannokata Ranjishi: C during 1 or 2
-> Yonnokata Kurohyou: 646C (chargeable) during 1 or 2
-> Shitenjin: 6D or 4D during 1 or 2
Distortion Drives (requires at least 50% heat gauge)
Senju Kousetsura: 236236D (Stylish: 4S)
Niou Kigantotsu: j.236236D (Stylish: j.4S)
Fudou Sharenjin: 214214A (can only be used once per round. After using this super, Jubei’s special moves are permanently upgraded)
We don’t know yet when Jubei will be available on consoles, but keep an eye out for him when he drops in arcades on August 3rd. Check out the Jubei reveal trailer to see him in action, and we also have a breakdown of his game plan from Famitsu.
There’s certainly some palpable hype behind the BlazBlue: Central Fiction‘s cat samurai. Many folks– on Discord, for example — have already declared themselves as Jubei mains. Soon, the long-awaited character will increase the already bulky roster by one.
Recently, an image surfaced that reveals all of Jubei’s special and Distortion attacks:
GREATFERNMAN posted an Evernote that translates the moves into English characters, and explains some of their functions:
Specials
Rekkouzan: 236A or 236236A (Stylish: 5S)
Ichinokata Kagerou: 236B (Stylish: 6S)
Ninokata Onigitsune: 214B
Sannokata Ranjishi: 214C (Stylish: j.6S)
Yonnokata Kurohyou: 632146C (chargeable)
Ginshuukyuu: 236C (Stylish: 2S)
Shitenjin: j.236D or j.214D
1) Rekkouzan: (After using Fudou Sharenjin) 236A (Stylish:5S)
-> 2) Followup: A during 1 (sorry I can’t make out the kanji in the photo)
-> 2) Launch: B during 1
-> Ichinokata Kagerou: 6B during 1 or 2
-> Ninokata Onigitsune: 4B during 1 or 2
-> Sannokata Ranjishi: C during 1 or 2
-> Yonnokata Kurohyou: 646C (chargeable) during 1 or 2
-> Shitenjin: 6D or 4D during 1 or 2
Distortion Drives (requires at least 50% heat gauge)
Senju Kousetsura: 236236D (Stylish: 4S)
Niou Kigantotsu: j.236236D (Stylish: j.4S)
Fudou Sharenjin: 214214A (can only be used once per round. After using this super, Jubei’s special moves are permanently upgraded)
We don’t know yet when Jubei will be available on consoles, but keep an eye out for him when he drops in arcades on August 3rd. Check out the Jubei reveal trailer to see him in action, and we also have a breakdown of his game plan from Famitsu.
It looks like Arc System Works might not be finished surprising us anytime soon. Fittingly, as the team members have been visiting the United States for Evolution 2017, maybe it’s not surprising that they stopped on the way to California. Yesterday, the Japanese Arc System Works Twitter account posted a curious picture (Retweeted by the English account):
The Tweet talks about the impressive scope of Riot Games’ studio and about ASW getting a tour. Video game studios rarely visit each other “just because,” so could this be a sign of some sort of collaboration? Even if it’s not an all-out fighting game, guest characters aren’t out of the question.
Earlier this month, we’ve deduced that Arc System Works will announce something related to RWBY, which turned out to be a guest appearance in the new BlazBlue Cross Tag Battle. After hearing those Evo announcements, is there really anything off the table?
We also know Riot Games acquired Radiant Entertainment, who used to work on now-defunct Rising Thunder, a fighting game. Lately, Arc System Works seems to be the company with a magic touch that others want to work with.
Dragon Ball FighterZ didn’t grace the main stage at Evolution 2017, but the Bandai Namco booth allowed attendees to participate in a tournament. In fact, there were multiple chances to get involved in the brackets at the booth! Winners were awarded an Xbox One for their efforts.
DaiAndOh played in three tournaments, with successively higher placements, until he won a tournament. Obviously, the more time he spent playing, the better he got. Not only did he place 1st in the third tournament, but he also gained some insight about the game. DaiAndOh compiled his thoughts and impressions, describing how he felt about Dragon Ball FighterZ‘s various mechanics.
Read on below to get a taste, and keep scrolling to find footage of the tournament matches.
Content edited for clarity; emphasis is DaiAndOh’s.
My tag is DaiAndOh. I’m from Brooklyn, NY, and I’ve played almost every fighting game out there from Street Fighter to Sailor Moon, with emphasis on the Guilty Gear series and Vampire Savior. I entered three tournaments at Evo 2017 for DBZ, placing 13th, 7th, and 1st. You may have seen me glitch Frieza, get bodied by Goku’s level three super, or win the 4th tournament! These are impressions on individual mechanics, characters, and overall thoughts. I will be using numpad notation.
Let’s start with team mechanics. Teamwork and synergy are super important. Assists are at this point the backbone of a team. Vegeta and Frieza have the two best ones by far. Cell, Goku, and Buu are good. Gohan’s lacked but may get better with time.
You can call assists nearly any point while not getting hit or blocking. Even while doing special moves. At any height too! As noted by others, you can have them both out at the same time. These properties can enhance both rushdown and zoning as well as make for great combo extensions!
Hard tags are a super dash that on block have you in recovery all the way down.
Delay Hyper Combos work a little differently than in Marvel games. You can pick which teammate does it with appropriate assist buttons (just press them during a super).
However, an important mechanic that’s not looked at enough is tag super. Pressing 236/214 assist (while in neutral state? Not sure what can be done in the air here) will have the appropriate character come in with a super while tagging in. I made use of this to switch often for one meter rather than two. Characters have lots of recoverable life so safe switching maximizes your health significantly. This mechanic removes some startup invincibility though. It can be done with level three supers as well.
This mechanic is important because of space control implications. You may think you’re safe approaching from certain angles against Vegeta who has one meter, but Gohan tag supers in with an anti-air Kamehameha and you’re done…
Guard-cancel tags are present in the game and they cost one meter. Not sure between tapping and holding assist how exactly it’s done, but I’m sure it will be as important as deflect (later on that) for defense.
Teamwork will define this game in its current state. Learn assist combos, zoning patterns, how supers interact with each other, and how you can threaten to control the whole screen.
Now for other mechanics:
Normals: Light, medium, and heavy. Heavy ground normals launch and can be followed up with a super dash for a full combo. 5H horizontal, 2H vertical. I liked horizontal personally for corner carry but both are great. I didn’t use many generic Ki blasts. People were throwing out super dash constantly, it may have gotten me killed!
2H is a universal anti-air. These are very important. They beat super dash CLEAN, as well as almost any other air approach.
6M is a universal overhead. No chain or special-cancelling. Use assists to combo. Maybe on counter-hit you can? Safe on block.
Characters have command normals. More on them later.
Vanish Cancel. This costs one meter to teleport behind the opponent and attack. Wall bounces when done in a combo and allows for follow-ups. Interrupt it for free if done raw with a 2H.
Dragon Rush, the throw replacement. The red flash plus one button tech will force you to find sneaky ways to get it in as players get better. You can also get a true combo into it if done from a vanish wall bounce! Pressing assist while doing one will perform a snapback for one meter!
Super Dash is similar to homing from Arcana Heart. It is an attack and allows you to combo afterward on hit. They go through regular Ki blasts but lose to special/super projectiles, 2H, and at least once in my experience, Dragon Rush. Despite what was said earlier, Super Dashes are safe on block the majority of the time. You can act after contact on block. If your opponent chains into them up close, you can punish the attempt with 2H.
Their best use for me was approaching while covered by assists (combo conversion at otherwise awkward times) and catching people who throw out lots of ki blasts.
Meter builds quickly. Even by just moving forward. I did not like charging though. Takes too much time. I preferred to readjust my positioning instead when I had an opportunity. Also, there might be a percentage penalty but you will still have significant meter gain no matter what you use (unlike in Guilty Gear where there is a tension gain penalty for using something like YRC).
Sparking Blast is a versatile tool. You get one per game. Health recovery is strong with all the recoverable life in this game. The damage increase is insane at level three. It pops the opponent up when done in combos as a cancel…and then it ground bounces them! A lot of combo possibility there! Despite earlier reports, theproperties do transfer between your team. I’m not sure if this was changed.
Deflect is known mostly for sending away basic Ki blasts, it also pushblocks mids (maybe overheads). Lows will blow it up. I do not know if deflect adds or removes frame advantage.
In addition, some standard ASW mechanics apply. Air dashing, super jumps, double jumps, and air teching. Hold to tech is in the game. You can ground roll when knocked down but it doesn’t go far. EX moves are done with H for one meter.
Characters:
Goku, as expected, is a strong all rounder. His punish game between his warp Kamehameha and level three super is strong. His level three is crazy! It’s a cross-up that’s likely to be 0 frames after flash! That means if you start holding back to block the cross-up (like I was) during the flash, you’d get hit! You can use Sparking Blast on reaction though! His EX Rush Punch teleports behind before hitting and ground bounces.
Vegeta is fast and mobile. Dive kick knocks down but is useful for changing up mid air. He has a true DP as well. Outside of that, pretty standard fare while on point. But he also has an amazing assist, many compare it to Amatersau’s Cold Star for a good reason. A flurry of Ki blasts control good space and allow for multiple mix-ups, unique combos, easy approaches, and even zoning!
Gohan was the weakest character in my experience. He was very stubby and didn’t have useful special moves to approach. He hurts a lot but so can everyone else comparably so far. His anti-air assist does not cover angles well but its short cool down could make it handy for combos. It is a DP when he is on point.
Frieza was my favorite character. A zoner at heart, his 5H throws rocks (he can still follow them up with a combo if the initial attack hits). 236 Ki sends full screen on hit. 22 Ki is an under utilized warp + projectile, useful with assists for repositioning. Discs are alright but have long startup, there’s a few ways you can get around the return damage. 236LMH pillars are useful, the EX is fast and throws up 2 pillars. He has three level three supers: the headbutt for damage, the wake up laser for surprise and big damage, and Golden Frieza, increasing his attributes (as well as an invincible pause button, you can act immediately out of it, even block a beam inside you). As it ends, you can press 2 attack buttons to spend a meter to have Sorbet take a shot! But above it all, Frieza has the pillar for an assist, but this version tracks. it’s an amazing assist that can’t be overstated.
Cell was a versatile character. His 236LMH rolling attacks end with an overhead. 214LMH is an autocombo, EX does huge damage and looks like a Flash Kick when done on the ground (it works okay as an anti-air but misses sometimes). 214 Ki is a full-screen command grab. It is slow, and I was scared to try it since people moved and pressed a lot of buttons. Great for conditioned opponents. j.2M is a full-screen attack that warps behind the opponent! Interruptible with 2H.You can’t combo on normal grounded hit (maybe on counter-hit?), air hit knocks down. Although the damage was low, I would use this with Frieza’s assist for easy damage off a full-screen tracking approach. Finally, he has 6H, a step kick that hits low. Not sure how you can follow it up, but it caught people off guard who expected me to do a special move, super dash, or wait while doing 5H in pressure and mash out.
Fat Buu was also an interesting character, but a little slow for me to get the hang of for early tournaments. His 5M is an overhead that you can chain after, giving him the best reward from overheads! j.H is a limb with big range but little reward. j.236H might be unblockable or another overhead, he flashed red like in the Dragon Rush before doing it! He can zone too with a big yoga flame style move and a “goop” toss which traps opponents. Explosion super’s guard points are interesting and the 360 radius of the initial attack allows you to catch all approaches.
The verdict: Even Zenoh-sama would be impressed by this game! It’s a unique game; I’m looking forward to even more! Hope to see you at the next Evo on the stage!
Thanks to DaiAndOh for telling SRK his impressions and congratulations on winning one of the tournaments! Don’t forget to also read up on Shoryuken’s Dragon Ball FighterZ impressions for another take.
Our interviews from Evolution 2017 continue! This time, we have the rare opportunity to present a conversation with another top Japanese Guilty Gear Xrd REV 2 player, T5M7. He came in second in the Guilty Gear Grand Finals, right before Omito’s Johnny.
T5m7 — who’s actually called Tomo — rose to the surface with his Leo Whitefang, especially with a famous prior victory at Japan’s Toushinsai, also known as the Arc Revolution Cup. What’s more, Tomo received an r/Kappa sponsorship from Reddit after the subforum campaigned funds to help the man come to Las Vegas, Nevada.
We caught up with Tomo right after the Guilty Gear Grand Finals.
This conversation was also made possible thanks to assistance from an Arc System Works translator.
Luke “Woocash” Siuty: Tell us about the top 8 matches, and fighting Omito in the grand finals.
T5M7, also known as r/Kappa|Tomo: Right, well… I fought Omito many times before, I wasn’t really nervous, I was having fun out there. I can’t say that there’s no regrets, I wanted to win. But I had a good time and it was fun.
Woocash: After you lost to him first, what kind of changes or adjustments were you making?
Tomo: So in the first match, he had a lot of abare [poking, “mashing”], I focused on trying to stop that. But you know, he was very cautious with all that. And even in the finals, he was doing a lot of abare, so it was hard for me.
Woocash: You also fought other players, like Samitto Chipp. Which other match-ups do you feel are hardest for you?
Tomo: So Omito and Nage, they keep a distance, so as a Leo player, I need to step in and initiate the fight, which makes it a lot harder. But for Chipp, they come at you, so it’s a lot easier. But anyone who keeps their distance is very hard to play.
Woocash: You’ve managed to beat Nage.
Tomo: Today, earlier at the stage, yeah. Because, last night, we knew we were going to play each other, I was worried about how he was going to switch up his tactics and create some strategies to fight me. But I decided to not really worry about that and just go aggressive and see how he reacts to the aggressiveness. As you can see, as a result, I was able to overpower him and get that win from him.
Woocash: You’ve been proving otherwise, but a lot of people don’t consider Leo a strong character. What do you think about that?
Tomo: Yeah, so I agree with that notion. He’s a little underpowered, but he does have very powerful attacks and moves that do a lot of damage. It’s about managing the [Tension] gauge. At the beginning, I don’t have it, so it’s harder to play. But then I like to play and get more aggressive later on in the match. It really fits my playstyle. It’s all about timing and using the gauge at the right time and timing everything so you get that maximum damage.
Woocash: What advice do you have to people who are already strong players but can’t quite break through to the top? What can they do to continue leveling up?
Tomo: I see… The characters and how you’re going to move against opponents is very important. Also, the Tension Gauge. Having that Tension adds that pressure against the enemy because they never know when you’re going to do the specials and stuff. Learning the importance of having that Tension Gauge and how you use it without actually using it to your advantage is what’s going to be that leap to make it to the next level – top 32, 16, 8, etc.
Woocash: What do you think of Answer and Baiken, the new REV 2 characters?
Tomo: Baiken is very strong, with strong attacks, but the Azami system is a little bit different, so people are trying to learn the difference, so it’s hard to be consistent. Plus, her health is a little bit lower. People are still learning her.
As for Answer, he has strong combos, but, depending on the opponent, sometimes the combos don’t really land. That’s where it’s kind of iffy. He does have the mid and lower attacks, but there needs to be a little tweak going on, because in the current state, you’re losing a lot of the damage, because some of the combos won’t land. If they can make the right tweak, it will be interesting to see how he gets better. Patching and everything is going to be where it counts.
Tomo: I can only thank them and appreciate them for all the stuff they have done. I don’t speak English, so it was really hard to get the hotel room, book the flight. They arranged everything for me so I could focus on the match. I’m just really happy for everyone who assisted me and shout-outs to them.
Woocash: Any final thoughts?
Tomo: I just want to say, if people saw my match and they thought it was fun, and they got interested in the games, and had a fun time, I’m happy.
For Under Night In-Birth Exe:Late players, it has been a long wait until the latest version hit consoles. As long as Japanese arcades have had the Late[st] version with new characters, there have been a few incremental patches. In other words, consumers are jumping several versions ahead while catching up to Late[st].
Those who haven’t paid much attention to the arcade version and are going straight from the home version of UNIEL to UNIST, fear not. There’s a document that compiles system changes and character specific adjustments across the incremental patches implemented to the games. Whatever character you main, you can get caught on the changes easily.