UNIST is a battling game that was delivered in 2012 for the game players from one side of the planet to the other. There are an all out twenty characters in the game and all of them accompany remarkable abilities and capacities. You can pick any of them and set yourself up for a one-on-one fight against the adversary. Each character has got unique moves to wreck the adversaries, you can utilize the uncommon battling moves to bargain monstrous measures of harm to your rivals. UNIST game is accessible to play on the Nintendo Switch, PlayStation, Windows PC, and arcade.
Under Night In-Birth Exe:Late[st], or otherwise called UNIST, is a 2d battling game that is in fact perplexing and adjusted as fans would expect. It has a fabulous program of 20 contenders, each with their remarkable move sets and playstyles. The game was added as an occasion at EVO 2019, which concretes its place as one of the more well known battling games to date.
Along these lines as different goliaths in the class, UNIST has profoundly specialized intricacy with regards to matches. Normally, a few warriors are intrinsically better compared to others in view of their details and moves.
In this level rundown, we’ll detail which contenders are awesome to use in UNIST so you can rapidly decide which ones merit your time speculation.
S-Tier
The best warriors in the game. They will give you a benefit over any rival in case you’re at a similar expertise level.
Fighter | Style | Specialty/Weapon | Description |
Vatista | Zoner, Charge, Pressure, Trapper | Nullify Counters | Vatista’s special counters counterattacks. Take a moment to understand that. This means that she can effectively lock out an opponent who focuses too much on punishes and tech counters. This is an overpowered skill by itself, but when partnered with Vatista’s arsenal of projectiles, she becomes almost impossible to beat. The only downside to Vatista is probably the difficulty of playing and mastering her. |
Phonon | Multi-ranged zoner | Muniel (whip) | Phonon is another zoner but has a more versatile range than Vatista. She can attack from long range using her soundwaves or use her whip for mid-ranged attacks. Her whip can be effective at pulling opponents close to her or pushing them away. |
Linne | Mobility, Rushdown, Bully | Double Jump, Dash Cancel | Linne excels at all facets of the game, in varying ranges as well. She’s quick, has long combos, and has a double jump to set up fantastic aerials. She’s best utilized in close-range, but she can play it safe in the neutral game if needed. |
Hilda | Aggressive zoner | Dress of Darkness: Masquerade | Hilda is best played aggressively because she can easily bully her way into a win without ever opening herself up for punishment. The only way to counter her is to get in close so she can’t use her mid-ranged initiate attacks. |
A-Tier
Contenders in this level are incredible and can even win entire competitions under the right players.
Fighter | Style | Specialty/Weapon | Description |
Gordeau | Offensive, mix-ups | Assimilation | Gordeau’s weapons complement each other well. He uses his scythe from mid-range to set up his close-ranged claw combos. He’s also safe to use for beginners because his scythe’s length allows him to control the entire screen. |
Wagner | Rushdown | Flame Brand and Ancile | With her sword and shield in hand, Wagner is a potent combo specialist who utilizes quick setups to launch her opponent in the air. She’s very good at pushing her opponent in the corner and can be devastating if her opponent doesn’t know how to crouch spam. Wagner could benefit from more projectiles or gap closers, but she’s a strong fighter overall. |
Waldstein | Grappler | Destroyers | Waldstein is quite fast, considering his size. He has good long-ranged attacks as a fallback from his excellent close-quarters proficiency. He’s a good counter fighter as well because his grabs can halt an opponent’s combo setup in an instant. |
Byakuya | Offensive, stage control, trapper | Chelicerata | Byakuya is one of the faster fighters in the game. His webs can trap opponents or set them up for long aerial combos. Because of his decent mid-ranged arsenal, Byakuya is also a master of the neutral game. His long-ranged weapons are nearly non-existent, however. |
Hyde | All-rounder, mix-ups | The Insulator | Everything about Hyde is just well-refined. He’s not overpowered in any area, but he does all aspects well. He can be utilized as a rushdown fighter towards the corner or as a master of the neutral game. The problem with Hyde is that he’s easy to kill because of lax defense and poor HP stats. |
B-Tier
Great warriors who need a touch more practice to overwhelm in matches.
Fighter | Style | Specialty/Weapon | Description |
Merkava | Mix-up | Flight | Merkava is one of the more difficult fighters to master in the game. The payoff is immense, however, because Merkava can control the field from just about anywhere. He has powerful long-ranged attacks that can open up an air combo with his flight ability. Merkava’s disadvantage comes from his lack of defensive options. His dash is slow, and his hitbox is large, so opponents often capitalize on that. |
Eltnum | Rushdown, Bully | Pistols, Mid-air throw | Despite having a gun, Eltnum should prefer to fight in close range as soon as possible. She has quick moves that enable her to bully the opponent into the corner. The catch with all these quick moves is their very short range. Playing as Eltnum requires air-tight execution at all points of the match. |
Orie | Rushdown, Bully | The Ruler | Orie is a milder version of Eltnum. You should play her the same way: get in close for her fast attacks. Orie does have a more polished toolkit, though. She has good zoning abilities with range, and poke attacks for players who like to play safe. |
Chaos | Offensive, Mix-ups, Trapper | Azhi Dahaka | Chaos is a unique fighter who relies on tight technical execution to dominate foes. His lizard, Azhi Dahaka, can be used to provide decent poke damage at varying ranges. With this tandem, Chaos has solid control of the field at all times. |
C-Tier
These are situational warriors that you use for explicit matchups against rivals.
Without appropriate practice, they are typically in a difficult situation against the majority of the list.
Fighter | Style | Specialty/Weapon | Description |
Akatsuki | Versatile, Mix-ups | Double Jump, Alt Normal attack | Akatsuki generally plays a safe neutral game at the beginning of a match. He has all the tools to open his opponent up for huge combos. Double jump and midair throws are just some of his good abilities. Akatsuki suffers from a short dash which is why he’s better utilized when punishing opponents for their mistakes. |
Seth | Rushdown, Mobility, Pressure | Midair dash, backstep | Seth relies on speed to confuse the enemy into his set plays. While he lacks decent zoning abilities, his speed allows him to close gaps in an instant. The bad thing about all this speed is it’s very tricky to master it. You have to be a very skilled player to pull off Seth’s combos under pressure. |
Nanase | Rushdown | Zephyr | Nanase is a good option for offense. She has several approaches to her combos, which, aren’t that complicated to execute at all. Despite this, she needs a lot of momentum to confirm some hits because her neutral game is one of the worst of any character. |
D-Tier
Contenders who are only occasionally picked in aggressive matches.
Fighter | Style | Specialty/Weapon | Description |
Carmine | Mix-ups, Pressure, Trapper | Dissolve | Carmine is a unique fighter in that he can use a portion of his health to create blood pools on the stage. These pools set up Carmine for devastating combos, provided he can execute all of these flawlessly. Against skilled players, Carmine is at a disadvantage because of the health loss, and the frame animations it takes to just set up combos. |
Londrekia | Mid-range, Mix-ups | Freeze Count | Londrekia is good at controlling the neutral but falls flat when it’s time to pressure the opponent. The meta in UNIST right now is to have decent defense paired with an overpowering offense and Londrekia just doesn’t have a place in all that. |
Yuzuriha | Mix-ups, Zoner, Mobility | Battoujutsu Stance | It’s always a guessing game for both players whenever Yuzuriha is fighting. Her battoujutsu stance can be one of the most effective zoning abilities in the game, but you need to be an expert to pull it off effectively. She specializes in delayed attacks to throw the enemy off guard. Not many players use Yuzuriha because of her high skill cap that demands the player’s expertise as well as their concentration at all times. |
Mika | Bully | Pachelbel Cannon | Mika is a strong fighter, but she suffers from a one-dimensional move set. She needs to be close to the opponent to deal significant damage, but any farther and she’ll be bullied by the opponent’s zoning attacks. |
F-Tier
The most noticeably awful warriors to fundamental in serious play. They are far outmatched by the remainder of the program.
Fighter | Style | Specialty/Weapon | Description |
Enkidu | Aggressive, Mix-ups | Havoc | Enkidu is a simple fighter to pick up. This simplicity is his undoing because he doesn’t have many tools to fit different scenarios in a match. He’s best utilized as a counter attacker because of his special ability. |