Compara los precios de UNDER NIGHT IN-BIRTH Exe:Late en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por FRENCH-BREAD. Publicado por Arc System Works. Lanzado el 12/7/2016. Disponible en PC. Géneros: Action.

One of the tightest anime fighters French-Bread ever shipped, but the delay-based netcode will have you staring at lag spikes where combo confirms should be. Know what you're walking into.

I've sat across from plenty of anime fighters that looked better on paper than they played online, and this one lands somewhere uncomfortable in the middle. UNDER NIGHT IN-BIRTH Exe:Late is a four-button 2D fighter built around an aggressive-or-die meter economy called the Grind Grid, where both players race to fill their side of a shared gauge. Every 17 seconds or so, whoever holds the bigger slice gets Vorpal State, a temporary buff that sharpens your damage and unlocks character-specific bonus moves. It turns every round into a tug-of-war that punishes passivity hard. If you habitually back-dash and zone out, the GRD drains on you. That design philosophy forces the kind of forward momentum that keeps matches interesting, and as a systems guy I respect it. The 16-character roster covers enough archetypes to keep you busy: Hyde sits in the serviceable shoto lane, Linne rewards players who want speed and air mobility, Carmine plays like someone who genuinely hates the person across from them, and Merkava is a floppy-armed oddity that takes serious commitment to click with. The four-button layout (light, medium, heavy, GRD generation) looks simple until you start chaining Passing Links, where you can run attacks in any order rather than strict light-medium-heavy sequences. Add Chain Shift cancels and Veil Off bursts into the mix and you're looking at a technical ceiling that goes well past what the entry point implies. The tutorial does more work here than almost any other game in the genre, running players through nearly 180 structured lessons from basic movement all the way up to cross-cast Veil Off timing. That is genuinely rare. Here is where I have to be straight with you because netcode matters to me more than most: this version runs delay-based code, not rollback. When your connection is clean and your opponent is geographically close, the frame delay sits in an acceptable 3-5 frame window and you can play real matches. When it degrades, it degrades badly, with desyncs and stuttering that make time-to-kill feel arbitrary rather than skill-based. For a game whose entire identity is tight, read-heavy exchanges, playing through 8 frames of lag is not playing the game at all. The ranked lobby matchmaking does not do enough to protect you from those connections, and without Discord coordination you will eat bad matches. Player lobbies exist and help, but the infrastructure around them is dated. Single-player content is genuine if you want it: an arcade mode with per-character story beats, time attack, survival, score attack, and a visual novel Chronicle mode that acts as a lore prequel. The Chronicle section is a slow-burn read in Japanese with no English voice acting, which will bore most people who picked this up to fight other people. The presentation is strictly 2D sprites against polygonal stages, and the menus look like they were designed under duress. None of that tanks the experience if you're here for the fighting, but don't expect the visual polish of the later entries in the series. Bottom line for the competitive crowd: this is a genuinely well-designed fighter with a systems depth that holds up to serious study. The balance across the cast is tighter than what you'd find in a lot of its peers, and the mechanical foundation from French-Bread is solid. But you are buying into a 2016 PC port with delay-based netcode, a playerbase that has mostly migrated to the later iterations, and online infrastructure that requires active community coordination to get clean games. If you can get wired, find your region's Discord, and accept that you're running a rollback-free build, there is a real game here worth grinding. If you just want to open the client and rank up, manage expectations hard. Fred, Scout Team

UNDER NIGHT IN-BIRTH Exe:Late

UNDER NIGHT IN-BIRTH Exe:Late

12 jul 2016FRENCH-BREADArc System Works
GamerScout opina

One of the tightest anime fighters French-Bread ever shipped, but the delay-based netcode will have you staring at lag spikes where combo confirms should be. Know what you're walking into.

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Acerca de UNDER NIGHT IN-BIRTH Exe:Late

I've sat across from plenty of anime fighters that looked better on paper than they played online, and this one lands somewhere uncomfortable in the middle. UNDER NIGHT IN-BIRTH Exe:Late is a four-button 2D fighter built around an aggressive-or-die meter economy called the Grind Grid, where both players race to fill their side of a shared gauge. Every 17 seconds or so, whoever holds the bigger slice gets Vorpal State, a temporary buff that sharpens your damage and unlocks character-specific bonus moves. It turns every round into a tug-of-war that punishes passivity hard. If you habitually back-dash and zone out, the GRD drains on you. That design philosophy forces the kind of forward momentum that keeps matches interesting, and as a systems guy I respect it. The 16-character roster covers enough archetypes to keep you busy: Hyde sits in the serviceable shoto lane, Linne rewards players who want speed and air mobility, Carmine plays like someone who genuinely hates the person across from them, and Merkava is a floppy-armed oddity that takes serious commitment to click with. The four-button layout (light, medium, heavy, GRD generation) looks simple until you start chaining Passing Links, where you can run attacks in any order rather than strict light-medium-heavy sequences. Add Chain Shift cancels and Veil Off bursts into the mix and you're looking at a technical ceiling that goes well past what the entry point implies. The tutorial does more work here than almost any other game in the genre, running players through nearly 180 structured lessons from basic movement all the way up to cross-cast Veil Off timing. That is genuinely rare. Here is where I have to be straight with you because netcode matters to me more than most: this version runs delay-based code, not rollback. When your connection is clean and your opponent is geographically close, the frame delay sits in an acceptable 3-5 frame window and you can play real matches. When it degrades, it degrades badly, with desyncs and stuttering that make time-to-kill feel arbitrary rather than skill-based. For a game whose entire identity is tight, read-heavy exchanges, playing through 8 frames of lag is not playing the game at all. The ranked lobby matchmaking does not do enough to protect you from those connections, and without Discord coordination you will eat bad matches. Player lobbies exist and help, but the infrastructure around them is dated. Single-player content is genuine if you want it: an arcade mode with per-character story beats, time attack, survival, score attack, and a visual novel Chronicle mode that acts as a lore prequel. The Chronicle section is a slow-burn read in Japanese with no English voice acting, which will bore most people who picked this up to fight other people. The presentation is strictly 2D sprites against polygonal stages, and the menus look like they were designed under duress. None of that tanks the experience if you're here for the fighting, but don't expect the visual polish of the later entries in the series. Bottom line for the competitive crowd: this is a genuinely well-designed fighter with a systems depth that holds up to serious study. The balance across the cast is tighter than what you'd find in a lot of its peers, and the mechanical foundation from French-Bread is solid. But you are buying into a 2016 PC port with delay-based netcode, a playerbase that has mostly migrated to the later iterations, and online infrastructure that requires active community coordination to get clean games. If you can get wired, find your region's Discord, and accept that you're running a rollback-free build, there is a real game here worth grinding. If you just want to open the client and rank up, manage expectations hard.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Anime FighterGrind GridDelay-Based NetcodeFour-Button LayoutVorpal StatePassing LinkChain ShiftAggressive OffenseHigh Skill CeilingDiscord-Dependent Online

Requisitos del sistema

Mínimos

OS
Windows 7 / 8 / 8.1
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
Nvidia GeForce GTX 560 / Radeon HD 7770
Processor
Intel Core i5, 2.0 GHz

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Información del juego

Desarrolladora
FRENCH-BREAD
Distribuidora
Arc System Works
Fecha de lanzamiento
12 jul 2016

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¿En qué plataformas está disponible UNDER NIGHT IN-BIRTH Exe:Late?

UNDER NIGHT IN-BIRTH Exe:Late está disponible en PC.

¿Cuándo se lanzó UNDER NIGHT IN-BIRTH Exe:Late?

UNDER NIGHT IN-BIRTH Exe:Late se lanzó el 12 de julio de 2016.

¿Quién desarrolló UNDER NIGHT IN-BIRTH Exe:Late?

UNDER NIGHT IN-BIRTH Exe:Late fue desarrollado por FRENCH-BREAD y publicado por Arc System Works.