*HUEG REWRITES, mainly terminology changes with added critical bits of info on how the match end ukemi boosts affect the nearfalls. Thanks Carlzilla!*
When version 1.0100 dropped, they added a small feature to the already cryptic ukemi system.
Ukemi bonus now applied to escaping a pin you would otherwise not escape from. (When using Ukemi, the damage you take is transferred into a Spirit boost when your Spirit reaches 0.)
Can't be firepro without some good old fashioned vagueness, so I went ahead and ran a bunch of tests just to see what the heck is meant to happen during nearfalls.
This video shows a standard nearfall, followed by a successful pin. Watch the lifebars on the right. Standard nearfalls will drain spirit on the pin attempt, and on kickout. If you watch the little countdown timer on the far right corner of the lifebars, you'll see that if it runs out before the ref hits 3, you get a kickout.
This is a zero state ukemi boost. Left lifebars. It happened because the pin attempt pushed the uke's (guy taking move) spirit past 0. The spirit gain influences the down timer, and it's short enough for the edit to kick out.
This is also a zero state ukemi boost. Left lifebars. As you can see, it wasn't enough to help. Whatever spirit was regained as net positive did not get the down timer short enough for a kickout.
This is a 2.9 state ukemi boost. Right lifebars. Likely the new ukemi check. It only triggers when:
a.) the edit is under 25% spirit
b.) the edit's spirit has yet to hit 0 or less and therefore has not yet triggered zero state ukemi boost
A 2.9 state boost won't work all the time, however. This is a 2.9 state ukemi boost that has failed to yield a kickout. If the boost the edit gets from this is not enough take them back above 25% spirit, they do not kick out on time.
This is also a 2.9 state ukemi boost activating after the edit takes a huge amount of damage. Right lifebars. It's way past 25% so the edit kicks out. This kind of boost happens when the edit has taken large amounts of damage from moves that ukemi has allowed to happen. In this case, most of the damage was probably from the ganso just before.
Both 0 state and 2.9 state ukemi boosts can only happen once. It's one or the other, then no more for that edit in the match.
Both will also give the edit an increase to offense:
Carlzilla wrote:While you've activated your Ukemi Bonus there's a period afterwards where you do 20% more damage. You can see that you earn 1800 frames (about 30 real life seconds) of this condition for each 7680 points of ukemi bonus you have stored up until 30720 bonus points . So if you maxed that shit out, you will be doing 20% more damage for the next minute and a half real time (or about 3 in match minutes).
One last video, showing an exchange of comebacks, both ukemi boost types, and how they can influence the end portion of a match. The initial 2.9 state ukemi boost saves Tiburon and allows him to very quickly catch up with Mammal. The spirit and damage boosts let him kick out of what would have been a straight squash before the current patch. Once he hits the super dragon suplex, it sends Mammal to 0 state. Her ukemi boost kicks in, and it is massive. This lets her kick out of the pin priod to the super dragon suplex, and out of a superkick > pin right after. The final dragon suplex is F boosted, and sends Mammal straight to 0 spirit/0 HP for the win.