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Bootfighter - Ultimate Knight Comparison

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Post by Endymion Mon Jan 11, 2016 10:14 am

At the very core the games are the same. Shares the physics, the movement options and the main strategies. However there are serious differences in the mechs' characteristics. Since this topic is about the Bootfighter it will be the base if I not write the game's name.  So let's start with the basics:

-There is no OverClock.
-There is only 14 playable character.
-The warship is playable in Practice mode.
-The game features no Arcade mode, or Hangar.
-You can't equip items to the mechs, and there is only four selectable color for each of them.
-The game is free! Very Happy

Now some more notes about the less conspicuous changes:

-The mechs has the same firing arc up and down. In UKWXP the mechs can fire more downward than upward, making impossible to counter mechs above us except the specific moves.
-The EX gauge fill up the same ammount no matter you're attack or receive damage. In UKWXP you receive less EX from attacking than taking damage.
-The hevies (BlackComb, BlackSelena, Anthurium) has more healt but move slower compared to other mechs. In UKWXP they have less healt but has higher acceleration and speed compared to other mechs.
-The long range oriented mechs weapons costs less energy but recharges more slower. In UKWXP they have more energy and regenerates at the same rate.
-The dash and fly speed is fix. In UKWXP the mechs accelerate when you start the move, and the final speed changes compared to this.
-The transformable mechs have constant boost draining. In UKWXP these have more boost compared to other units, but after transformation they drain it more quickly.
-There is no invulnerable tech. In UKWXP some evading move gain invulnerablity during the startup.
-The EX evading moves can't be canceled. In UKWXP these can be canceled after some frame.
-There is no evade break. In UKWXP some move able to catch the opponent during special evading moves. Most commonly these are melee moves, like the anti-warship swords, and the BlackSelena's double ended saber.
-The Practice mode features no options. In UKWXP you can set the opponent behavior with CTRL+NUM1~9, and set the EX to its maximum with Num0.
-The units with non-normal guard (such as the BlackComb and Anthurium) has no secondary guard. In UKWXP you can use light guard by pressing the 3rd subweapon during guarding.
-There is no light guard. In UKWXP some mech has a guard which not parry attacks but absorb it without motion or damage. This is called light guard.
-The long-range "melee" or secondary attacks (like Anthurium's cannon) has chain limit. In UKWXP these units can cancel fire with fire as long as they have energy. This isn't available for primary attacks of course.
-The BlackComb has different melee attacks. It is similar to the Asteroid-0 Windom 2K's combo. In UKWXP it has its own combo which hits heavy and do more damage at the cost of more recovery.

This is all I can remember. Please fix it, or write not mentioned changes here if you find some. Smile
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Post by Exzaith Mon Jan 11, 2016 6:10 pm

good information!
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Post by Endymion Mon Jan 11, 2016 7:55 pm

And this isn't all, there must be other notable changes I not know. But it is sad the warship isn't playable in UKWXP.
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Post by Exzaith Wed Jan 13, 2016 5:37 pm

you talk about the yamato ship ?
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Post by Endymion Wed Jan 13, 2016 7:00 pm

Yes. The folder's name is "senkan" (戦艦) which mean warship and battleship. On one site it was called Genocide. I don't know what is its actual name.

In Bootfighter it was a fun to play with that huge thing. It had a bunch of vertical missile pods basically impossible to evade from distance. The machineguns was able to destroy incomming missiles. And the main cannons made closely as much damage as a H.I.L. from Vista or BlackComb. It was broken as hell, but it was cool to play survival with it. Smile
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