UNIST
2019-03-17Data from |
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The dustloop uniel system post (i hope it didn't change too much in unist) |
System🔗
Basic wheel:
- Throw > Block
- Crouch tech > Throw
- Assault > Crouch Tech (assault is frame 1 throw invul)
- Abare > Assault
- Safe pressure > Abare
- Block > Safe pressure
Main options selects:
- late 71 A,D plink: block ground, beat assault, tech throws
- late back AB,D plink: back AB = backdash and the delayed D add a tech if being thrown
- VO bait: Cannot cancel normal on which => quich chain 5A>5B, or 2A>2A on opponent wake-up, VO => whiff => no chain => can block, no VO => hit => chain => pressure
- Anti Wakeup CS: You can whiff cancel special into EX, meaty with special, use the 40f of CS to cancel into EX (read)
- CS at first opportunity: spam crouch block A+D(throw), will not activate shield and will CS at the first gap (spam D would activate shield with is potentially dangerous and will lock you in shield)
More:
- Vatista cannot be counter hit, ever. It's a vatista thing.
- The default is "ground moves cannot be air blocked", there are exceptions.
- Shieding overheads allow for 6f punish (jab).
- Basically every string that does not finish with an EX move is - on block.
- tons of strings when shielded must be CS EX beam punishable, but we get no traditional punishes
- Common: high become mid when charged, charged mid/delayed low is a strong mixup
- Many blockstrings are so tight you can't dp out, however you can still get hit high/low
- Ways to CS in a blockstring, spam 1A+D, spam 3D (add a mapping for A+D?)
The buttons🔗
- Buttons: A, B, C ,D
- Standard binding in (SFV notation): A->LP, B->MP, C->HP, D->LK
- EX moves are made with the C button and use half your meter
Directions:
_ | _ | _ |
---|---|---|
7↖ | 8↑ | 9↗ |
4← | 5 | 6→ |
1↙ | 2↓ | 3↘ |
For instance 2A would be "crouching light punch" (cLP) in SF parlance.
Notation | Description |
---|---|
dl5A | delay 5A |
jA | jump A |
]A[ | press and hold A |
[2A] | release down A |
jc | jump cancel |
A+B | A and B together |
5A>5B | 5A 5B link |
5A5B | 5A 5B chain (gattling) |
2A(1) | down A one hit (do something on first hit of multihit move) |
💥 | explosion (descriptive) |
💎 | crystal (descriptive) |
common specials
button | name | description |
---|---|---|
A+B+C | VO (Veil Off) | some kind of GG roman cancel, not a burst, invulnerable, full screen pushback, you can charge it but just tap it, vulnerable during landing frames. Afterwards you are in VO "Veil Off" state. |
B+C | FF (Force Function) | character specific strong move that cost grid, generally pretty OP move |
(4)A+B | (back)dash | |
jA+B | assault | forward hop (from a jump) |
(j)6D | assault | forward hop (potentially from a jump) |
(4)A+D | throw | (can't do it while crouching) |
D>D | CC (Chain Shift) | like GG roman cancel |
tatsuD | Guard Thrust | It's an invulnerable guard cancel move. Uses Vorpal&grid break, or 100-200% meter and grid break. If in "Vorpal carryover" from CC, no grid break. |
hcfD | IW (Infinite Worth) | 200% Super |
A+B+C+D | IWEXS | 200% Super while in VO |
1/4/7D | Shield | guard with special properties |
5D | Concentration | grid gain. startup is special cancellable. holding a backward direction will start shielding |
VO might not be throw invulnerable! VO should be able to be used multiple times (test).
Gattling ("Passing Link")🔗
- standard anime gattling + reverse beat: can chain from any button to any button, cannot use the same button twice (save some exceptions like 5A5A5A into rest of your chain)
- reverse beat (chain from a heavy to a light) is pretty useful to cancel the recovery of a slow move to a fast move to make your chain safe on block
- all these rules are valid in the air too
Autocombo ("Smart Steer")🔗
- 5A5A5A5A ... (test if it works with 4A and 6A! can we start charging during the autocombo???)
- Useful in some cases because moves in autocombo do not count in gattling restrictions (similar to DBFZ)
Recovery/Teching🔗
- Hold (or press) A/B/C + direction (air: forward neutral or back, ground: neutral or back, delayable)
- D does delay tech, air ~> delay to ground, ground ~> delay ground
- 8f throw invul
- air tech is full invul until landing
- tech recovers standing, but reversal can skip that frame (ex. reversal low to avoid some hilda meaties)
- bounce recovery: press A/B/C just before a ground/wall bounce (or you can simply hold D :p)
Wall/Ground bounces🔗
- 3 bounces max by combo, after the 3rd bounce the opponent becomes invulnerable (even if they do not tech recover)
Jump Cancels (jc)🔗
- no jc on block
- 1 jc by combo (bar character specific stuff)
Shielding🔗
- locks player in stand/crouch => easier to get grid crushed
- D during blockstun = "guard shielding" (green flash), does not stand/crouch lock but force to keep shielding
- guard shielding costs 10 exs meter (less if you dont have meter), consequent shield whiff = -1 grdblock, block = +1 grdblock
- ground shield => -3f blockstun
- air shield => -6f blockstun
- successful shield = small pushback, succesful guardshield = big pushback
- air guard requires shield
- shield disable gattling for air moves and impose 10f of landing recovery
- grd crush => cannot use D moves anymore (shield, assault, concentration)
- every hit of multi-hit moves must be shielded individually
- for air multi-hit moves, any hit shielded => 10f landed recovery, last hit shielded => -3f blockstun
- "just shielding" will auto reapply shield after 1st block, good for multihit moves, super bad for air move shield (you lose your punish)
- air shield is a move => landing recovery, you can get hit on landing
Throws🔗
- 4f startup
- 14f tech window
- can get thrown during hit/blockstun, 28f tech window
- throw whiff => -1 grd block
- 7f of gold throw protection out of hit/blockstun (28f tech window)
- in some cases dive command throw invulnerability during that window (bug?)
- 8f throw invul. after air/ground recov
- counterthrow is untechable (red flash)
- on throw tech, +2 grd block (ennemy -2), +8f advantage
- throw&hit on same frame => throw wins
- B button kara throw is a thing
- after guard shield (green shield), throw break =>
- ?frames yellow break state: autotech normal&command, still block but no shield)
- then throw counter state: no grd crush on normal throw, grd crush on command throw
Assault🔗
- throw invul.
- 5f startup
- ground => homing move, air => fixed trajectory
- cannot block until landing, has landing recovery frames
- gattling disabled during ground assault, gattling enabled during air assault
- combos from assault have heavily reduced untech time, and reduced damage
- combos from counterhit/grd crush assault have regular untech time, and regular damage
- air assount penalties = ground assault penalties
- can be kara in the first 2frames, ie. assault kara throw = 2f throw invul. into throw
Grd🔗
- passive generation, lower when closer to the corner
- grd gain scales down with grd
- some moves steal grd (ie. gordeau command throw, byakuya webs)
- Actions that generate grd:
- Concentration
- Any forward movement (assault = ~+0.5grd)
- Any opponent backward movement
- Aerial forward tech
- Opponent immediate ground tech
- Blocking/Shielding attacks (shield connection = +1grd)
- Actions that lose grd:
- Opponent concentration >30f (faster when using grd)
- Any backward movement (backdash = ~-1grd)
- Any opponent forward movement
- Guard shield whiff (green shield) = -1grd
- being thrown/having a throw teched = -2grd
- throw whiff
- Ground back teching = -1grd
Concentration🔗
- up to 420f
- generate grid from frame 1
- after 30f, concentration will burn your meter to gain extra grd
- when you burn meter, draining grid from your opponent gets a huge boost (does not happen if you have no meter to burn)
- gain from drain >>> concentration drain
character | grid gain/drain modifier (high is better) |
---|---|
Eltnum,Nanase | 1x |
Orie | 2x |
Yuzuriha,Seth,Gordeau, Carmine,Merkava,Hyde, Linne,Vatista,Byakuya,Akatsuki | 3x |
Waldstein | 4x |
Hilda,Chaos | 5x |
- gain from drain >>> concentration drain => if eltnum has meter and hilda does not, even with a terrible modifier eltnum will outdrain hilda in a concentration war
also
- In a mirror, with meter, hold 5D at same frame => Player 2 wins
Vorpal🔗
- timer = 17s
- player with the most grd gets vorpal
- grd crush or 0grd => no vorpal
- nobody can get vorpal => timer reset
- vorpal => +10%dmg and character specific stuff
- at the cost of vorpal + all grd you can:
- CS and convert all your meter into EXS meter (will carryover vorpal for a little bit)
- Guard cancel without spending meter or getting grd crushed (note, during CS carryover vorpal, guard cancel will still not guard crush you but you it will eat your meter)
- IWEXS without getting grd crushed (keep requirements: 200 meter and <30% health)
Veil Off (VO)🔗
- cost: 100 meter, then drain meter to 0
- gain: 1grd, remove grd cush, +20% dmg (additive stack with vorpal +10%)
- in VO: ,EX move cost = becomes 1/3rd of VOmeter, IW(EXS) cost = remainder VOmeter (removes grd crush cost of IWEXS)
- only from ground, move itself is airborne & strike/fireball invulnerable
- on hit, opponent loses vorpal, on raw hit opponent gets grd crushed
- CS during VO slows down meter drain (scales with CS should-have-gained-meter and grd)
- VO 20-68f startup, -13 to -14 on block
Counters🔗
- throw counter (countering with a move) is untechable (red flash)
- normal counterhits (counter with B,C or a special)
- countering a normal => "Counter" => increased hitstun, 1.5x untech time if airborne (both first hit only)
- countering a special => "High Counter" => increased hitstun, 2x untech time if airborne (both first hit only)
- (high) counters give a little bit of extra hitstun during the whole combo (not well understood)
- throws cannot be counterhit but can be "throw countered" in recovery frames
- Counters and High Counters from assault remove the assault penalty
Superflash and Screen Freeze:🔗
- EX moves => 20f freeze (1f superflash + 19f freeze)
- CS => 40f freeze (1f superflash + 39f freeze)
- IW => ??f freeze
- superflash frame is throw invulnerable
Input Buffering🔗
- input timers continue during frozen frames
- inputs are buffered for ~4f, to avoid dp on walk forward hadou, insert 4f of neutral
Fuzzy Protection🔗
- moves can hit overhead only on the way down
- if ennemy is holding back down, press a button, and get hit by a rising overhead move, resulting combo deals 50% less damage
- penalty applies to air move that make the character rise
- penalty stacks with assault penalties
Crossup Protection🔗
- on fast crossups, can block in both direction
- blockstun deny left/right mixups
- shield works as if in blockstup and deny left/right mixups
- each attack/fb has a "facing" direction you block away from. For most fireball it's the direction when shot, but for seth orb, carmine puddle it's from direction of triggering (delayed homing).
- walking backwards before crossup extends the duration of crossup protection
Same Move Proration🔗
- Using the certain moves twice in a combo reduce untech time
- Might be all special moves, might be all moves more (specials) or less (normals), nobody knows
Dashing/Backdashing🔗
- 6A+B dash, 4A+B backdash, or forwardx2, backwardx2
- 6A+B>4 within 2 frames becomes a backdash
- dash movement start after ~2f
- dash can be cancelled at any point
character | backdash total | backdash invul |
---|---|---|
Akatsuki,Hyde,Gordeau | 22f | 8f |
Eltnum | 25f | 8f |
Linne | 26f | 8f |
Vatista,Yuzuriha,Carmine | 27f | 8f |
Nanase,Chaos | 28f | 8f |
Byakuya | 29f | 8f |
Waldstein | 32f | 10f |
Hilda | 36f | 9f |
Orie | 36f | 8f (no foot hurtbox until frame 15) |
Seth | 37f (grounded) | 7f |
Merkava | 37f | 10f |
Meter Gain🔗
- Meter is generated at a flat rate based on the damage a move deals on hit, not taking into account any proration.
- On-hit:
-
- Attacker: 0.7% of the unscaled damage of a move is converted into meter gain. This includes any extra damage from being in vorpal state.
-
- Defender: The player who gets hit will gain half the meter that the attacker gets for each hit.
- On-block:
-
- Attacker: If a move is blocked, the attacker gains half of the meter they would have gained on hit.
-
- Defender: When blocking, defenders gain 80% of the meter than the attacker gets from having their attack blocked.
- EX moves and mid-combo CS cause any subsequent moves to generate only 25% of their normal meter gain for a few seconds (approx. 5 seconds?).
-
- EX moves in neutral still cause this effect, even if they are blocked or whiffed, but CS in neutral does not.
-
- This penalty ends immediately when a penalized combo stops, or when the timer runs out, whichever occurs first.
Training Mode🔗
- training mode recording does no the play on the first frame a bot exits hit/block stun, there is 1 frame of delay...
- when counter is enabled, only the 1st hit of a string will counter, even if there are gaps in the string...
Extra Info🔗
Landing recovery
air normal | landing recovery |
---|---|
A | 2f |
B | 3f |
C | 3f |
Assault | 4f |
Air shield | 2f |
Air shield landing | 6f |
Special moves | lots~ (cancel into normal for less) |
Jump startup
character | frames |
---|---|
Waldstein | 6f |
Hilda, Merkava, Carmine, Gordeau | 5f |
others.. | 4f |
- hitstop seems to be 8f for A move, up to 12 frames... (not well known)
- Most specials can be cancelled directly in EX moves on whiff
- IWEXS throw invul. only frame 1, strike/fb invul. until hit but can get hit after first hit, can trade with fireballs between hit and cinematic
- some special moves can get new cancels based on what comes before them (don't know if bug)
PlusMinus🔗
....