Unholy Night: Difference between revisions
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* Choppy gameplay which hampers movement and inputs, making combos and general gameplay fairly inconsistent | * Choppy gameplay which hampers movement and inputs, making combos and general gameplay fairly inconsistent | ||
* 2nd player controls buggy, in particular charge moves are next to impossible to perform | |||
* Horrible corner handling: | * Horrible corner handling: | ||
**Ground moves cause no pushback on the attacker (causing at least one infinite) | **Ground moves cause no pushback on the attacker (causing at least one infinite) | ||
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** No negative-edge for specials | ** No negative-edge for specials | ||
* Only one char can chain cr.A. Actually a good thing, since it's an infinite. | * Only one char can chain cr.A. Actually a good thing, since it's an infinite. | ||
* Some combination of winquote screen causes a soft lock | |||
* 2p mode of game just dumps you back out to the main menu after 1 match | |||
* No controller config options | |||
Revision as of 20:23, 11 November 2017
Unholy Night
Unholy Night: The Darkness Hunter is a 2d fighting game for the Super Famicom/Super Nintendo released in 2017 (yes, that's not a typo) by Foxbat, a company supposedly comprised of several ex-SNK developers.
In ancient times, the 'Darkness Clan' hunted humans, but disappeared at the rise of civilisation and now inhabit the Dark-side. There exist 'Hunters' who venture into the Dark-side and hunt the Darkness Clan.
In the 'Dragon Palace', a place of sealing powers, is a coffin containing the strongest vampire, Katatonia. Gradually the 'Dragon Aura' of the palace has weakened and is now broken - unsealing the coffin. The world will enter a Dark Era once this immensely powerful being has awoken.
The Darkness Clan want to harness Katatonia's power, and again invade the human realm to find the Dragon Palace and revive Katatonia, while the Hunters work to contain it. Thus begins the death battle between the Hunters and the Darkness Clan.
Controls
Basic Controls
dpad ^ - Jump
dpad < - Retreat (guard during enemy attack)
dpad v - Crouch (<v guard low during enemy attack)
dpad > - Forward
B button - Weak attack (referred to as 'A' attack)
A button - Medium attack (referred to as 'B' attack)
X button - Strong attack (referred to as 'C' attack)
Y/L/R button - charge the Synchro Gauge
Universal Controls
Front Step (dash)/Back Step (backdash) - < < or > > (dashing is possible in the air)
Big Jump (superjump) - v ^
Front Step Attack - Attack during a front step/dash
Guard Cancel - During guard, press > + any Attack (will use 1 Synchro gauge stock)
Throw - > or < + A or B when near opponent
Rear lever attack - < + Attack
Tactical attack - pressing A attack multiple times will perform a short auto-combo. Like, 2 hits short.
Passive - during blown off damage grounded, press Attack (???)
Dragon punch shortcuts
These are prettymuch Needed to play the game becuse without them screwing up a dp or rdp motion will just use a super simply holding v doing these motions fixes the problem.
v,>,>
>,v,>
<,v,<
v,<,<(only works on hit)
Synchro Gauge
The Synchro Gauge is a meter which tracks a form of power which can be used for multiple game systems, in particular Supers and Guard Cancels.
- A maximum of 3 stocks comprise a full synchro gauge.
- A super move or a guard cancel will reduce the synchro gauge by 1 stock.
- Synchro gauge may be gained by the following:
- Guarding opponent attacks
- Receiving damage
- Damaging your opponent
- Your opponent guarding your attack
- Manually charging the gauge by holding the 'charge synchro gauge' button.
- There is a universal increase to charging under these conditions:
- If life is less than half
- Near the start of the battle (How long? Each round?)
- Additionally, each character has their own 'Synchro Gauge Trend' which alters the charging behaviour.
Tier List
Top
Blaze - Overall extremely solid. Huge damage off 1 stock. 1-button corner infinite.
High
Nightmare - Great keepaway And damage with Or without Meter.
Good
Wurzel - Has a corner infinite, Can kill from jabs for 2 bars.
Cronos - Air super can do ~100% damage on its own, and there are many setups.
Mid
Emily - Low damage Without meter,Short range, Mash move stores inputs for a good 3 seconds makeing useing her ground normals impossable half the time.
Garbage
Reinhardt - Zoning sucks, bad normals, Terrible damage aside from dumb situations, supers are all uniquely bad in some way and whiff hardcore in the corner.
Kusoge
Unholy Night is unquestionably Kusoge - a shitty game. Here are some reasons why.
- Choppy gameplay which hampers movement and inputs, making combos and general gameplay fairly inconsistent
- 2nd player controls buggy, in particular charge moves are next to impossible to perform
- Horrible corner handling:
- Ground moves cause no pushback on the attacker (causing at least one infinite)
- Supers are incredibly prone to bouncing out of the corner, losing damage. It's generally better to combo from the corner rather than into it.
- Super motions are actually FDF/BFB, meaning they overlap DP motions and take priority.
- Very short stages, which make the corner handling even more annoying
- Inconsistent mechanics - some characters back throw is performed with B+Attack, some with F+Attack, and front throw vice-versa.
- No damage scaling, causing many 60-100% damage combos
- Some supers can do 100% damage by themselves
- Stupid infinites (cr.A repeatedly in the corner? Come on!)
- Holding an attack button completely removes the ability to move your character.
- No negative-edge for specials
- Only one char can chain cr.A. Actually a good thing, since it's an infinite.
- Some combination of winquote screen causes a soft lock
- 2p mode of game just dumps you back out to the main menu after 1 match
- No controller config options