Something went wrong. Try again later
    Follow

    Under Night In-Birth

    Game » consists of 6 releases. Released Sep 20, 2012

    A 2D fighting game from the studio behind the Melty Blood series, featuring a new original setting involving mysterious supernatural forces happening behind-the-scenes in the modern world.

    Short summary describing this game.

    Under Night In-Birth last edited by Nes on 01/27/24 08:01AM View full history

    Overview

    No Caption Provided

    Under Night In-Birth is a 2D contemporary-fantasy fighting game developed by both French-Bread and Ecole Software and released by Sega for arcades (using their PC-based RingEdge 2 hardware) in Japan on September 20, 2012.

    A spiritual successor to French-Bread's Melty Blood series (as well as Ecole's arcade updates to it), Under Night In-Birth builds on their fast-paced, combo-heavy style of gameplay with high-definition hand-drawn graphics and an original contemporary-fantasy setting.

    The game's story involves the "Hollow Night", a mysterious phenomenon in which monstrous shadows (known as "Voids") feed on the humanity of innocents caught outside in its abyssal fog. The game's central protagonist is Hyde, a high-school student who is rescued from a Void attack by the mysterious girl Linne and becomes an "In-birth" (one who can manipulate their body's supernatural "EXS" power).

    The game later received three major revisions with the "Exe:Late" sub-title (the 2013 Under Night In-Birth Exe:Late, the 2015 Under Night In-Birth Exe:Late[st], and the 2020 Under Night In-Birth Exe:Late[clr]), as well as a 2024 sequel (Under Night In-Birth II [Sys:Celes]). The original version also received a digital release via the ALL.NET P-ras MULTI Ver. 2 service on March 14, 2013, but was later removed on September 5, 2013 with the release of Exe:Late. With no home release, the original version became very rare to find.

    The Exe:Late version later received a home conversion for the PlayStation 3, published by Arc System Works in Japan on July 24, 2014, by Aksys Games in North America on February 24, 2015, and by NIS America in Europe on February 27, 2015. This version features online modes, an expanded story, and two additional characters, and was later released digitally for the PC (worldwide by Arc System Works) on July 12, 2016.

    Gameplay

    No Caption Provided

    Similar to the Melty Blood series, the game incorporates three attack buttons of varying strengths (Weak, Medium, and Strong, also described as A, B, and C) and a fourth utility button (known here as "EXS Action", or D). The EXS Action button is used for certain actions, most of which utilize the EXS gauge.

    While it plays similar to other fighting games of this style at the time, it does include several unique gameplay changes and mechanics:

    Basic Offense

    • The game includes a universal chain combo system, known as Passing Link, which is more free-form than the chaining system of other games as players can incorporate normal attacks in any strength order provided they do not repeat the same attack in the combo (i.e., players can chain C > A > B, but not standing A > B > C > standing A). This can be used to make slower C attacks safer on blocks by linking it into a quicker A attack.
    • The game also includes an auto-combo system, known as Smart Steer, which allows player to perform a pre-determined series of attacks by pressing the A button multiple times in quick succession. This string ends with an EX attack if meter is available, and can be used to ignore the repeating attack limitation of Passing Links.
    • Landing a non-A attack on certain frames of an opponent's attack can cause either a Counter (when interrupting a normal attack) or a High Counter (when interrupting a special attack). Both boost the hitstun for each attack in the combo, with High Counters increasing that bonus.
    • Throws are performed by pressing both A+D while holding the joystick backward or forward. They can be escaped (or "teched") for a limited time by pressing A+D.

    Basic Movement/Defense

    • Dashes can be performed on the ground by either tapping forward or backward on the joystick twice, or pressing forward/backward and A+B. Most characters can continuously run forward by holding the joystick forward, and can cancel forward dashes into attacks using either B or C button.
    • Some attacks, namely projectiles, can be blocked in mid-air.
    • Recovery is done by holding A/B/C and a direction when the opponent's combo ends. On the ground neutral and back recovery is possible, while back/neutral/forward tech are all available in the air. It is important to note that during an air tech the character is immobile and invulnerable until they hit the ground.

    EXS, Infinite Worths, & Veil Off

    EXS
    EXS

    The game's standard super meter is known as EXS Enhance, which is filled up by performing techniques and dealing/receiving damage. This can be used to enhance special moves (known as EX Special Moves), perform super moves (known as Infinite Worths), and activate EXS Actions. Each match starts with an empty gauge for both players, and any remaining meter carries between rounds. The bar itself is split into two halves, with 100% considered a half-gauge and 200% considered a full gauge.

    • The C button versions of several special moves are used for their EX versions, at the cost of a portion of the super meter.
    • Each character has a unique super move, known as the Infinite Worth, which commonly use the D button along with a special joystick combination. These require a full gauge to use outside of Veil Off.
    • Each character also has a cinematic super move, known as the Infinite Worth EXS, that can only be performed under a certain condition. This has been altered between the original and Exe:Late versions, with the original being more of a finishing move (with the opponent having low health) and the update being more of a desperation move (with the user having low health).
    No Caption Provided

    By pressing all three attack buttons at once (A+B+C) while having at least 100% EXS, the player's character emits a shockwave that knocks the opponent away and enters a Veil Off state. While in this state, the EXS meter is turned into a bar that gradually depletes (based on the amount of EXS accumulated) and the player is given multiple buffs:

    • They have a 20% damage increase, which stacks with the GRD Vorpal bonus.
    • They are no longer in a GRD Break.
    • Their GRD accumulation is increased.
    • EXS Actions can be used freely, EX Special Moves drain a smaller portion of the bar, and Infinite Worths (or Infinite Worth EXS) can be used to fully drain the bar.

    GRD System

    Grind Grid
    Grind Grid

    One of the most unique and prominent features of the game is the Grind Grid (or GRD), which is a 12-block gauge between both players' EXS gauges. This is primarily used for rewarding aggressive and tactical play, granting the more advantageous player a special temporary buff that unlocks new options.

    Each round starts with the GRD empty, and players earn blocks from their side by continuously moving forward, successfully landing and blocking attacks, and using riskier evasive and recovery actions. However, they can also lose blocks by continuously moving backwards, getting hit by attacks, and getting their attacks teched. Some advanced techniques can also affect the GRD.

    Player 1 receives the GRD Vorpal buff
    Player 1 receives the GRD Vorpal buff

    Throughout the match, a circular gauge in the center of the GRD, known as the Transfer State, replenishes itself every ~15 seconds. When it loops, the player with the highest amount of filled GRD blocks receives the GRD Vorpal buff (or GRDV). While in this state, they receive a 10% overall damage increase and can perform a special limited-use EXS Action (known as the Chain Shift).

    In certain situations, the GRD can be "broken" due to improper use of the Shield technique or being broken out of a guard by a Veil Off shockwave. In this state, the GRD gauge will not accumulate, EXS Actions cannot be used, the Vorpal state is cancelled, and their opponent has priority for the next Vorpal buff. This can only be removed by blocking attacks and performing a Veil Off.

    EXS Actions & Other Techniques

    • By holding down the D button, players can perform a continuously-charging Concentration, which will build GRD blocks in exchange for a small amount of EXS.
    Guard Shield
    Guard Shield
    • By pressing the D button while holding the joystick forward, players can use a portion of the EXS gauge to perform a forward jumping dash known as an Assault. This grants a half of a GRD block, grants overhead attack properties to attacks made from it, and has temporary invincibility to throws, but is riskier due to the lack of air guarding or air shielding.
    • By holding the D button while holding the joystick backward, players can use a portion of their EXS gauge to guard at-will with an enhanced Shield. Performing it in the air can only be used to block enemy aerial attacks. Attacks blocked with the Shield active have less blockstun, grant additional GRD to the defender, and reduce GRD from the attacker. Can be guard cancelled as a Guard Shield to push the opponent back on additional blocking, at the cost of additional EXS and the risk of GRD loss (from not blocking an attack). Being hit out of a Shield due to a throw or incorrect stance causes the GRD to become "broken".
    Chain Shift
    Chain Shift
    • By tapping the D button twice while in the GRD Vorpal state, they can perform a Chain Shift to cancel the buff and convert their GRD stock into a portion of their EXS gauge (up to 20% per block). This can be animation-cancelled from attacks, reducing the conversion amount but allowing players to extend combos or improve an attack's recovery.
    • Added in Exe:Late is the Guard Thrust, which is a guard cancel counter-attack performed by QCB + D. It can only be performed either in GRD Vorpal state (which cancels the buff) or with at least 100% EXS (which consumes 100% and breaks the user's GRD).
    • Added in Exe:Late is the Force Function, which is a special character-specific technique performed by pressing B+C. These can either consume one GRD block to perform or, if the player has no blocks to use, grant one GRD block to their opponent.

    Characters

    No Caption Provided

    The original release included 12 playable characters, one of whom is a boss character (Hilda, who was made available in a later update) and one of which is a hidden opponent (Eltnam, a guest character from the Melty Blood series who was made available in a later update).

    The later Exe:Late revision added a new character (Chaos) and a new hidden opponent (Akatsuki, a guest character from the Akatsuki EN-Eins series who was made available in a later update). The PS3 version added two additional characters: Nanase and Byakuya.

    Hyde

    No Caption Provided

    -Health: 12,300

    -Play-style: Well-rounded

    -Dash type: Run

    -Specialty: Insulator

    Hyde is a standard character who can fight in both close and long range. Hyde's normal moves where he uses his sword deal good chip damage if blocked. Dash C is one of Hyde's best ways to get close to his opponent.

    Linne

    No Caption Provided

    -Health: 9,500

    -Play-style: Balanced, Rush-down

    -Dash Type: Run

    -Specialty: Double jump

    Linne is speedy character who has a fast dash and is able to double jump making longer aerial combos possible.

    Waldstein

    No Caption Provided

    -Health: 10,800

    -Play-style: Grappler

    -Dash Type: Hop Dash

    -Specialty: Destroyers

    Waldstein can swing his claws to destroy the opponent's projectiles.

    Waldstein overwhelms his opponents with long range and powerful attacks. Very slow on the ground, but able to make good use of ground and air assault to close distance fast. Waldstein makes a living through pressure with 50/50 mix-ups and damaging command grabs.

    Carmine

    No Caption Provided

    -Health: 10 000

    -Play-style: Offensive, Rushdown, Pressure

    -Dash Type: Run

    -Specialty: Dissolve

    Carmine is a character who uses his own health to use powerful special moves. By using his specials a pool of blood called "Dissolve" appears on the ground. He uses these pools for more attacks. Planning ahead is necessary when playing Carmine, as it is very easy to waste a lot of health while executing his very strong pressure strings.

    Orie

    No Caption Provided

    -Health: 9,450

    -Play-style: Offensive, Rushdown

    -Dash Type: Run

    Orie is a character with above average movement who can pressure and control space very well. Much of Orie's moves are simple to make use of and are all around decent poking and zoning tools. A key component of her game is Divine Thrust, a fast move sword charge that can hit very hard if she has the right resources to convert off of it. The threat of being hit by this move can scare opponents into blocking, letting her close the distance and run her pressure game.

    Gordeau

    No Caption Provided

    -Health: 10,500

    -Play-type: Offensive, Footsies

    -Dash Type: Run

    -Specialty: Assimilation

    Gordeau is power fighter with long reach, good priority in his specials and has the only move in the game that can steal GRD. He can fight just as well in close range thanks to his long sweep kick and advancing overhead. Gordeau is often very overwhelming to fight at long range due to his near full-screen reach, but he lacks projectiles and non-physical zoning tools.

    Merkava

    No Caption Provided

    -Health: 9,200

    -Play-style: Versatile

    -Dash Type: Run

    -Specialty: Flight

    Merkava can hover and fly for a moment by holding any up directions while jumping. (Much like Eddie/Zato-1 in Guilty Gear). While in flight he can cancel into normals, or do a command swoop move with very high reward on hit and lets him maintain pressure on block.

    He has air projectiles, full screen/up close hit grabs and good range on a lot of normals. He relies often on punishing and random hit confirms into above average damage combos that most likely put the opponent in the corner. In this position he can run his simple but pressure and throw mixups.

    Vatista

    No Caption Provided

    -Health: 9,600

    -Play-style: Zoning, Charge, Pressure

    -Dash Type: Hop Dash

    -Specialty: Counter Nullifying

    Vatista nullifies the properties opponent would gain from a counter hit. Meaning the opponent's combos will be shorter since they don't get long hitstun, and that the opponent can't pick Vatista up from a downed state.

    She uses charge commands for projectiles and anti-air specials for spacing.

    Seth

    No Caption Provided

    -Health: 8,100

    -Play-style: Offensive, Mix-up

    -Dash Type: Run

    -Specialty: Aerial backdash, fast fall

    Seth is the only character in the game with aerial dashes in all directions.

    Seth is a speed-type character who confuses his opponents with fast movements and teleport attacks. He has very little trouble getting into his opponent's space with good zoning and mindgames, but requires skill to be used effectively as he's not overly strong and can't risk taking much damage.

    Yuzuriha

    No Caption Provided

    -Health: 9,800

    -Play-style: Zoning, Stance

    -Dash: Run

    -Specialty: Stance system

    Yuzuriha has her own unique gauge system in addition to the regular systems in place. She has stances she can enter and while in them can not press the same button twice. Gauge below her health bar shows which buttons can still be used. Pink button is the one that is being currently pressed, blue are available, and black have already been used.

    Yuzuriha is very strong at match control and zoning with her sword, but takes an intimate understanding to be used effectively. Using her stance moves at incorrect distances can result in her getting easily punished. After learning her intricacies her shear stage control is very rewarding.

    Hilda

    No Caption Provided

    -Health: 9,100

    -Play-style: Zoning

    -Dash Type: Run

    Hilda is a pure zoning character who must fight to keep her opponent away. It is at this distance where she can control her opponent best. She has long ranged normals with good priority. She can attack with various long range tools that keep her oppoent locked down on wake up and unable to advance. However, if her opponent does get in things could end quickly as veil off is her only real reversal.

    Eltnum

    No Caption Provided

    -Health: 9,400

    -Play-style: Offensive, Rushdown

    -Dash Type: Run

    -Specialty: Pistol, Aerial Throw

    Eltnum is a guest character from the fighting series Melty Blood. She is a speedy standard character who has variable range on her moves but thrives up close pressuring opponents with her close range strings.

    She has her own character specific bullet counter with 12 shots. Bullets are consumed for some of her special moves, which will require reloading when she runs out. Normal bullets are white, used bullets are black and reinforced bullets are purple.

    Added in Exe:Late

    Chaos

    No Caption Provided

    -Health: 9,800

    -Play-style: Offensive, Footsies

    -Dash Type: Run

    -Specialty: Azhi Dahaka

    Chaos is a puppet character who can control a giant lizard and make it attack in tandem with himself. It has a specific gauge limiting its use. When the icon is green, the lizard is free to order around. When the icon is red, Azhi Dahaka is either in the middle of a move or still recovering from previous move. When Azhi takes a hit, it disappears from the screen and the icon turns black. Azhi cannot be used during this time. Icon recovers back to green after few seconds.

    Chaos' technical playstyle requires good judgment and solid spacing, so he can be hard to use, because his non-Azhi moves aren't too good. Chaos has a good amount of match control at his disposal due to mechanics involving Azhi attacking at unexpected moments, making him solid at punishing some attacks.

    Akatsuki

    No Caption Provided

    -Health: ?????

    -Play-style: Versatile

    -Dash Type: Hop Dash

    -Specialty: Double Jump, Aerial Throw

    Akatsuki is the second guest character from Akatsuki Blitzkampf. He fights much the same and is a standard character with a projectile, and uppercut making him a shoto-clone that's easy to use and pick up. His normals lack the range of the rest of the cast and without a run dash he lacks mobility, his saving grace is his damage in the corner with meter and his strong blockstring pressure. Overall it is a struggle to play him, and he is considered one of the weakest characters in the game.

    Nanase

    No Caption Provided

    -Dash Type: Hop Dash

    Nanase was the first new character announced for the PS3 release of UNiEL. She has many unique movement options as her Force Function allows her to hover in the air.

    Byakuya

    No Caption Provided

    -Dash Type: Run

    Byakuya was the second new character announced for the PS3 release of UNiEL. His attacks resemble that of a spider. He can set web traps which hold his opponent in place.

    Trivia

    No Caption Provided

    This art piece sparked rumours about Filia being a new guest character in UNiEL. It was made by one of the artist's on UNiEL as a welcome gift for Skullgirls getting ported to NESiCA arcade hardware in Japan. It was also included in the fan art Gallery section of the PC version of Skullgirls.

    No Caption Provided

    Yuzuriha makes a cameo as a background character in SkullGirls .

    Soundtrack

    The official soundtrack was released on December 19th 2012 in Japan.

    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.