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UNI2 Basic Okizeme Guide [Under Night In-Birth II Sys Celes] 

Sea Leaf Dojo
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17 окт 2024

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Комментарии : 18   
@SeaLeafDojo
@SeaLeafDojo 8 месяцев назад
Check out the advanced okizeme guide too! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PyNTxBMw55g.html I forgot to mention but assault attacks will often beat low hitting attacks like 2As. So it may not be a bad idea to use this against people mashing if you are not confident in your meaty timings.
@NunchuckPup
@NunchuckPup 8 месяцев назад
These oki concepts apply to most other fighting games as well. UNI is often perceived incorrectly as a zany anime fighter that doesn't reward fundamentals; guides like this do a lot to dispel that myth. Thanks SLD!
@NickJJU
@NickJJU 8 месяцев назад
I feel like when people use the word "fundamentals" they're often just referring to slow-paced, Street Fighter-style footsies and whiff punishing, and not any of the other fundamental skills that carry over in all fighting games, like oki, anti-airs, reactions, reading your opponent's habits, etc.
@user-do1wx2cn1v
@user-do1wx2cn1v 2 месяца назад
Well said 👏🏾
@shobooknight
@shobooknight Месяц назад
I personally don't think UNI is the on the more ridiculous end of the anime fighter spectrum.
@HughAnthonyEdward
@HughAnthonyEdward 8 месяцев назад
Thanks. Needed this explained
@oklimbo
@oklimbo 8 месяцев назад
If you have any tips on setting up safe jumps I would appreciate it. Obviously character dependent, but any info you think is applicable in general would help.
@SeaLeafDojo
@SeaLeafDojo 8 месяцев назад
Like you said, it will depend on your character, opponent character's reversal speed, combo, screen position, opponent tech pattern, etc. There are too many variables to make a general comment. If you are playing Merkava though, I do plan on making videos for his set ups. If not, I suggest going to UNI Discord and asking the character specialists there.
@oklimbo
@oklimbo 8 месяцев назад
@@SeaLeafDojo discord fellas a tad too pretentious. Can't really get useful info besides them saying the game is like jazz or some ethereal concept. I'll just check how you structure it in your merk guide when that comes up and see if anything is applicable for me. I have found ways to finesse it, but I was trying to see if there's any general rules of thumb that I can use as a base since I've more or less self educated in uni. For example in sf6 there's a knockdown frame advantage that guarantees a safejump with a majority of the cast with vs OD reversals. Same thing in most other fighting games I've played, dbfz, kof etc. I'd be surprised if uni doesn't have something similar, but it isn't impossible.
@NickJJU
@NickJJU 8 месяцев назад
If you make another more advanced oki video, I'd love to hear more about how to choose options based on whether you think the opponent will recover in place, or recover backwards. All of the other fighting games I've put time into have had universal recovery timings and always recover in the same spot where the character was knocked down, so I'm a bit lost on how this affects the basic oki plan. For example, if I try to meaty the opponent but they recover backwards, could my meaty potentially whiff? Is the timing on recovering in place and recovering backwards the same? Should I be trying to find options that beat both, or do I need to make a read? As well, if I'm knocked down, how do I decide if it's better to recover in place or backwards?
@oklimbo
@oklimbo 8 месяцев назад
It is definitely more of a read, but you can cover multiple options. There are certain situations where you can either limit the options, like forcing a ground tech by knocking them down in a way that doesn't allow air techs. Character dependent which options lead to that, and combo scaling can affect the knockdown durations. Generally if you do this ground knockdown in the corner they can't tech past you/over you and they can't go backwards any further. They can still delay their wakeup to try to get you to whiff while they're invincible, but you can time a jump in that will either meaty or you'll land and recover before they can act. Just a basic safejump into checking what the situation is, but as you can see from my other thread finding info on safejumps is gonna depend on what your characters online resources look like. Depending on character you might have more luck than me 😭
@slatt_lvlup
@slatt_lvlup 8 месяцев назад
super helpful great vid
@TheCayogMagor
@TheCayogMagor 8 месяцев назад
are you going to cover defensive option selects?
@mysticmycelium
@mysticmycelium 8 месяцев назад
DP gang rise up
@theremix54
@theremix54 8 месяцев назад
Picked up UNI2 as my first fighting game to try online. After about 350~ matches online with a 55% win rate, It seems like this has caused a rift between myself and fighting games as a whole. Upwards of 50% of every match is both players hoping to guess correctly and hit the opponent on wake. I reached A+2 in ranked mode, so im sure there is a difference in "professional play" , but these matches truley do come down to luck, if you guess around the opponents wake more often, you win. Quite dissapointing.
@Meatyogre_
@Meatyogre_ 8 месяцев назад
A vast majority of competitive games, not just fighting games, center a lot around risk reward rps. Idk what to tell you.
@QwertYuiop-yt3uh
@QwertYuiop-yt3uh 8 месяцев назад
There's so much more to the game before the knockdown even occurs and even then okizeme is a lot about baiting and conditioning and reading your opponents habits. It's not always just pure luck. Yes there's alot of rps but the better player will on average make more better decisions that's how every fighting game works.
@shobooknight
@shobooknight Месяц назад
If it's pure luck how did a player get knocked down in the first place?
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