铁拳X街霸x铁拳出招表豹王的强打怎么用

《街头霸王X铁拳》人物出招表之king豹王_图文攻略_全通关攻略_高分攻略_百度攻略
king豹王豹王,一名戴着狰狞面具的职业摔跤手,传承了两位摔跤王者灵魂的豹王在擂台上战无不胜。在第四次铁拳大赛上,豹王击败杀死自己师傅的仇人,马杜克。为了替师傅报仇,豹王来到马杜克的病房,他打算亲手手刃仇人。当豹王看到马杜克的全家福后,他突然意识到自己的复仇举动是多么的愚蠢。之后,他便离开了那里。回到家没多久,豹王就听说马杜克戴着一个黑豹的面具参加VT比赛。并且叫嚣着要一血前耻,他要打败豹王。“我决不会允许任何侮辱我师傅的名字。”于是豹王决定在这一次铁拳大赛上再一次教训马杜克。
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街霸x铁拳2013改动一览----这尼玛等于重做了一遍啊(19回复)
首先是通用改动
System Changes
o Now lasts 10 seconds instead of 7.
o Once activated the Cross Gauge will max out, but will not automatically replenish.
o The character that goes into Pandora will appear closer to their fallen partner.
o Frames decreased by 2 on activation.
o Damage is not dependent on remaining vitality, but is now 1.15 times more across the board.
o All characters will leave their freeze state at the same time.
Quick Combos
o Preset Combo 1’s entry will be cleared out so that even if it’s set it won’t activate.
o Present Combo 1’s set combo will be moved to Preset Combo 2.
Forward Recovery Roll
o A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block.
o A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.
Normal Throws
o Startup changed from 7 frames to 5.
o Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge. Vitality Gauge
o Vitality Gauge will not shake when a character takes damage.
然后是街霸方面改动
o Command change - Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K)
- Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
o Guard cancel - Marseilles Roll changed to Shoulder Tackle
- Attack Startup 8F, Damage 120
o Close HP - Hit box enlarged
- Push back on block for boost combos reduced
o Far HP - Push back on block for boost combos reduced
o Far HK - Push back on block for boost combos reduced
o cr. HP - Hurt box reduced
- Hurt box on arm is now invincible versus jumping attacks
o Wheel Kick - Hit stun frames reduced (L-&+1F / M, H, EX-&+2F)
- When hits in midair it becomes bound damage
- Damage L. 100-&80, M. 110-&80, H. 120-&90
o L. Wheel Kick - Hit box position changed
o Tornado Throw - Damage L. 140-&160, M. 150-&170, H. 160-&180
- Throw invincible from startup until throw activation
o L. Shoulder Tackle - Startup 20F
o M. Shoulder Tackle - Armor properties added during hit box active frames / Hit effect changed to ground knockback
o H. Shoulder Tackle - Armor properties added during hit box active frames / Counter hit causes wall bounce
o Shoulder Tackle: command input priority has been changed to put it lower than Change of Direction.
o Note: Shoulder Tackle and Breathless commands are still the same (charge down, then up and Punch or all 3 Punches).
Special move meter gain
o Second Middle: on hit 30-&15
o Second Low: whiff 5-&10
o Finish Middle: on hit 30-&20
o Finish Low: whiff 5-&15/on hit 30-&40
o Wheel Kick: whiff 15-&10/on hit 60-&30
o Marseilles Roll: whiff 15-&0
o Sky Fall: whiff 10-&15/on hit 60-&55
o Tornado Throw: whiff 10-&20/on hit 60-&65
o Shoulder Tackle: whiff 15-&0/on hit 40-&50
Video of Abel's Street Fighter X Tekken v2013 patch changes (Not yet released)
【外部图片】
o Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.
- Can now be canceled
o Far HP - Can now be canceled
o Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
o Ashura Senku (Punch ver.) - Distance covered has been reduced
- Invincibility time changed from 1-50 frames to 1-40 frames
- Full frame length changed from 61 to 72 frames
o Ashura Senku (Kick ver.) - Distance covered has been reduced
- Invincibility time changed from 1-40 frames to 1-30 frames
- Full frame length changed from 54 to 64 frames
o EX Gohadoken - &
o Abolished from mid-air combo limit&
o Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
o Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
o Airborne Tatsumaki Zankukyaku - Hurtbox increased
o Hyakki Gojin - Damage increased from 50 to 70
o Hyakki Gosho - Damage increased from 70 to 100
o Hyakki Gozan - Damage increased from 60 to 80
o Zanku Hadoken - Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
o Goshoryuken (MP, HP) - During the first hit, blockstun has been decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
o Misogi - Hitbox has been increased
Special move meter gain
o Gohadoken: whiff 15-&5, on hit 40-&20
o Shakunetsu Hadoken (L): whiff 15-&5, on hit 20-&25
o Shakunetsu Hadoken (M): whiff 15-&5, on hit 20×2(40)-&15×2(30)
o Shakunetsu Hadoken (H): whiff 15-&5, on hit 20×3(60)-&10×3(30)
o Zanku Hadoken: whiff 15-&5, on hit 5-&16
o Goshoryuken (M): on hit 20+20(40)-&30+10(40)
o Goshoryuken (H): on hit 20+10×2(40)-&20+10×2(40)
o Tatsumaki Zankukyaku (L): whiff 15-&10, on hit 40-&20
o Tatsumaki Zankukyaku (M and H): whiff 15-&10, on hit 40 x number of attacks-&20+10 x number of attacks
o Airborne Tatsumaki Z whiff 15-&0, on hit 40-&35
o Hyakkishu: whiff 10-&0
o Hyakki Gosho: whiff 0-&15
o Hyakki Gojin: whiff 5-&10, on hit 40-&30
o Hyakki Gosai: whiff 5-&15, on hit 40-&60
【外部图片】
o Close LP - Block pushback has been increased
o Close LK - Block pushback has been increased
o Close HK - 2 frames added to Boost combo (on hit -2, on block -9)
o Far LP - No longer connects on crouching opponents
o Far MP - Active frame window has been changed to 4 frames
- Can now be canceled
o Far HK - 2 frames added to Boost combo (on hit -5, on block -11)
o cr. LK - Block stun has increased by 2 frames (on hit +5, on block +1)
o cr. HK - Overall animation has been reduced by 3 frames
- Block stun has decreased by 3 frames (on block -9)
- Block pushback has been decreased
o Dash Straight (EX included) - Now moves forward 4 frames after startup
o EX Dash Upper - Now moves forward 4 frames after startup
o Buffalo Head - Now connects on crouching opponents
o EX Dash Swing Blow - When the opponent is hit with this attack while crouching, they'll take bound damage and go into &fall over& stun
o Special Move Cross Gauge building tweaks
o Dash Low Straight: on whiff 15 ? 10, on hit 40 ? 30.
o Dash Low Smash: on whiff 15 ? 10, on hit 40 ? 30.
o Dash Swing Blow: on whiff 15 ? 10, on hit 40 ? 30.
o Buffalo Head: on whiff 15 ? 10, on hit 40 ? 30.
o Turn Punch: on whiff 15 ? 10, on hit 40 ? 45.
o Dash Straight: on whiff 15 ? 0, on block 25 ? 30, on hit 30 ? 50.
o Dash Upper: on whiff 15 ? 0, on hit 30 ? 40.
Special move meter gain
o Dash Low Straight: whiff 15-&10, on hit 40-&30
o Dash Low Smash: whiff 15-&10, on hit 40-&30
o Dash Swing Blow: whiff 15-&10, on hit 40-&30
o Buffalo Head: whiff 15-&10, on hit 40-&30
o Turn Punch: whiff 15-&10, on hit 40-&45
o Dash Straight: whiff 15-&0, on hit 30-&40
o Dash Upper: whiff 15-&0, on hit 30-&40
【外部图片】
o Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
o Close MP - Frames increased by 6F for boost combos (on hit -5F/on block-9F)
o Close MK - Frames increased by 4F for boost combos (on hit -5F/on block-9F)
o Close HP - Can now be canceled
o Far MP - Frames increased by 5F for boost combos (on hit -5F/on block-9F)
o cr. MK - Frames increased by 5F for boost combos (on hit -6F/on block-10F)
o cr. HP - Push back on block reduced
- Frames increased by 3F (on hit -5F/on block -11F)
o Vertical Roll - Damage 160-&130?
- Frames increased by 5F whiff and on block
o Electric Thunder - Changed knock away direction on hit or guard when opponent comes from behind Blanka
o EX Rolling Attack - Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
o Grand Shave Roll - Full invincibility until hit box becomes active
Special move meter gain
o Vertical Roll: whiff 15-&10/on hit 40-&30
o Electric Thunder: on hit 20-&30
o Rolling Attack: whiff 15-&0/on hit 30-&40
Video of Blanka's Street Fighter X Tekken v2013 patch changes (Not yet released)
【外部图片】
o Hooligan Combination - Can transition into Cannon Strike
o *Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
o Close LP - (+7F on hit / +3F on block)-&(+5F on hit / +2F on block)
- Increased push back on block
o Close MP - Block stun during boost combos reduced by 4 (-6F on block)
o Close HP - Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
- Push back on block for boost combos reduced
o Close HK - Cannot jump cancel on block
o Far LP - Block stun increased by 2 (+1F on block)
o Far HP - Push back on block for boost combos reduced
o Far MK - Push back on block for boost combos reduced
o Far HK - Push back on block for boost combos reduced
o cr. MP - Block stun during boost combos reduced by 3 (-7F on block)
o cr. HP - Push back on block for boost combos reduced
- Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
o Cannon Spike - Reduced push back on block / Block stun reduced by 10F
o L Cannon Spike - Active frames 1~2F Damage 100
From 3F onwards Damage 130
o M Cannon Spike - Active frames 1~2F Damage 110
From 3F onwards Damage 140
o Flying Neck Breaker: damage increased from 140 to 190.
Special move meter gain
o Cannon Spike: whiff 15-&10 / on hit 60-&30
o Accel Spin Knuckle: on hit 40+60(100)-&20×2(40)
o Cannon Strike: whiff 15-&5 / on hit 40-&15
o Razor Edge Slicer: whiff 0-&5 / on hit 60-&30
o Fatal Leg Twister: whiff 5-&10 / on hit 40-&50
o Cross Scissors Pressure: whiff 5-&10 / on hit 40-&50
o L and M Spiral Arrow: whiff 15-&0 / on hit 40-&50
o H Spiral Arrow: whiff 15-&0 / on hit 20+20(40)-&30+20(50)
【外部图片】
o Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
o Close HK - Cannot jump cancel on block
o Far MP - Arm hurt box activates 1F faster
- Push back on block for boost combos reduced
o Far HP - Push back on block for boost combos reduced
o cr. HK - Push back on block for boost combos reduced
o Angle Jump HP - Mid air hit causes knockdown
o Kakusenshu - Hurt box changed
- Hit box enlarged
- Damage 60-&70
o H. Kikouken - Block stun increased by 2F
o EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
- Hit stun for all hits changed to same as H. version
o Far standing MP: the hurtbox on Chun-Li’s arm now comes out 2 frames faster, and the pushback on block for a Boost Combo has been decreased.
o Ryuseiraku: damage has increased from 150 to 190.
o Hazanshu: hurtbox when landing has been increased.
Special move meter gain
o Kikouken: whiff 15-&5 / on hit 40-&20
o Hazanshu: whiff 15-&10 / on hit 40-&30
o L Spinning Bird Kick: whiff 15-&10 / on hit 10×4+20(60)-&8×5 (40)
o M Spinning Bird Kick: whiff 15-&10 / on hit 5×6+20(50)-&8×5+5×2 (50)
o H Spinning Bird Kick: whiff 15-&10 / on hit 5×8+20(60)-&8×5+5×4 (60)
o Hyaku Retsu Kyaku: whiff 10-&0 / on hit 10×n-&8×n
【外部图片】
o Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
o Close MK - Frames increased by 2F for boost combos (on hit -5F/On block -9F)
- Push back on block for boost combos reduced
o Close HP - Frames increased by 9F for boost combos (on hit -10F/On block -16F)
o Close HK - Frames increased by 6F for boost combos (on hit -12F/On block -18F)
- Push back on block for boost combos reduced
o Far LK - Hit box reduced
o Far MP - Frames increased by 9F for boost combos (on hit -8F/On block -12F)
o Far HP - Frames increased by 6F for boost combos (on hit -13F/On block -18F)
- Push back on block reduced
o Far HK - Frames increased by 7F for boost combos (on hit -14F/On block -19F)
- Push back on block reduced
o cr. LK - Startup increased from 3F-&5F
- Hit box reduced
- Frames increased by 3F (on hit ±0F/on block -4F)
o cr. MK - Frames increased by 5F for boost combos (on hit -9F/on block -13F)
o cr. HP - Frames increased by 8F for boost combos (on hit -12F/on block -18F)
- Push back on block for boost combos reduced
o cr. HK - Frames increased by 6F for boost combos (on block -20F)
- Push back on block for boost combos reduced
o MP (with knife) - Frames increased by 10F for boost combos (on hit -9F/on block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
o MP (with knife) - Frames increased by 5F for boost combos (on hit -9F/On block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
- Now cannot be canceled
o HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
- Frames increased by 4F for boost combos (on hit -12F/On block -17F)
- Push back on block for boost combos reduced
o cr. HP (with knife) - Push back on block for boost combos reduced
o Zonk Knuckle - Push back on block reduced
o EX Zonk Knuckle - Knock away changed to shoot straight up on hit
- Damage decreased from 160-&100
- Push back on block reduced
o EX Bad Stone - Startup reduced from 30F-&28F
o Guard cancel - Became a 2-hit move
o Prisoner Throw - Damage increased from 120-&130
o Crouching LK: startup changed from 3 frames to 5 frames, hitbox reduced, hurtbox on the leg comes out 1 frame faster. The hurtbox has also been increased, and 3 frames were added on hit and block (now ±0 frames on hit, -4 on block).
o Crouching HP: 4 frames added (on hit +2 frames, on block -4), 8 frames added during a Boost Combo (on hit -12 frames, on block -18), and the pushback on block during a Boost Combo has been reduced.
o Crouching HK: pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on block -21 frames).
o Crouching MP (with knife): pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on hit -9 frames, on block -13). The hitbox and hurtbox have been reduced, and the attack can no longer be canceled.
o Crouching MP: 9 frames added during a Boost Combo (on hit -8 frames, on block -13).
o Far standing MK: 6 frames added during a Boost Combo (on hit -6 frames, on block -10).
o Hammer Hook: the time when both characters cannot attack during the first hit has been reduced by 2 frames so that if the first hit is blocked, then the second hit’s hitbox doesn’t come out.
Special move meter gain
o Bad Stone: whiff 15-&5
o Criminal Upper (L): on hit 5×4(20)-&20+8×3(44)
o Criminal Upper (M): on hit 10+5×4(30)-&20+8×4(52)
o Criminal Upper (H): on hit 10+2×5(20)-&20+8×5(60)
o Zonk Knuckle: whiff 15-&10/on hit 20-&30
o Ruffian Kick: whiff 15-&0/on hit 30-&50
【外部图片】
o Close LK - Startup 3F-&4F - Hit box reduced o Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
o Close MK - Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
o Close HP - Block stun during boost combos increased by 5F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
o Close HK - Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
o cr. LP - (+6F on hit / +2F on block)-&(+3F on hit / +1F on block)
o cr. MP - Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
o cr. MK - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
o cr. HP - Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
- Push back on block for boost combos reduced
o Double Zoom Straight - Damage 90-&80
- Hurt box active frame timing changed
o Double Zoom Punch - Damage 90-&80
o Jump Double Zoom Punch - Damage 100-&80
o Sliding - Hit box reduced
o Yoga Sliding - Hit box reduced
o M. Yoga Flame - Block stun reduced by 2 (0 on block-&-2F on block)
o H. Yoga Flame - Block stun reduced by 2 (+3F on block -&+1F on block)
o Yoga Flame - Hurt box appears 2F before hit box activates
o EX Yoga Flame - Startup 17F-&15F
o Yoga Blast / EX Yoga Blast - Opponent cannot quick stand on hit
o Yoga Inferno - Startup 3F-&6F
o Yoga Volcano - Startup 9F-&7F
- Damage 250-&280
o Guard cancel - Changed to 2 hit move
o Jump Double Zoom Punch: damage decreased from 100 to 80, advantage on block and block stun are now the same as Jump Zoom Side Punch, and advantage on hit has been decreased by 1 frame.
o Switch Cancel: changed so that it counts as a 2 hit attack, damage decreased from 140 to 120.
Special move meter gain
o Yoga Fire: whiff 15-&5
o Yoga Flame: whiff 15-&0 / on hit 30-&50
o Yoga Blast: whiff 15-&0 / on hit 40-&70
【外部图片】
o MP - Frames increased by 5F for boost combos (on hit -3F/On block -7F)
- Push back on block for boost combos reduced
o HP - Push back on block for boost combos reduced
o HK - Damage decreased 90-&75
o cr. MP - Frames increased by 5F for boost combos (on hit -4F/On block -8F)
- Push back on block for boost combos reduced
o cr. MK - Startup decreased from 10F-&7F
- Increased hold over from 3F-&5F
- Hurt box reduced
o Diagonal Jump HK - Damage decreased from 100-&80
o - Decreased hold over from 10F-&7F
o Dart Shot - Decreased block stun by 4F (On block -4F)
o M Jet Upper - Damage decreased from 140-&120
- Decreased airborne combo count
- Decreased block stun by 4F
- Decreased screen freeze by 4F
- Push back on block reduced
o H Jet Upper - Increased airborne combo count
- Damage decreased from 160-&120
o Short Swing Blow (including EX) - Added invincibility attribute to throws
- Removed hurt box on the head and torso during Super Charge
o EX Cross Counter - Hit box enlarged on second and third hits
o Rolling Thunder - Easier to transition to lock animation when move hits an airborne opponent
o EX Cross Counter: overall tweaked to make it easier to connect with.
o How do these changes sound to you!? Next week we’ll announce the updates made to the Tekken characters!
Special move meter gain
o Jet Upper (L & M): whiff 15-&10
o Jet Upper (H): whiff 15-&10
o Machinegun Blow (L): whiff 15-&10
o Machinegun Blow (M): whiff 15-&10/on hit 10×4(40)-&8×4(32)
o Machinegun Blow (H): whiff 15-&10/on hit 10×6(60)-&8×6(48)
o Cross Counter: whiff 15-&10
o Duck: whiff 10-&5
o Ducking Straight: whiff 5-&10/on hit 30-&40
o Ducking Upper: whiff 5-&10/on hit 20×2(40)-&15×2(30)
o Thunderbolt: on hit 20×2(40)-&15×3(45)
o Short Swing Blow: whiff 15-&0/on hit 30-&50
【外部图片】
o Jump - Total frames for jump decreased from 41F-&38F
o Close MP - Startup decreased from 6F-&5F
- Can now be cancelled
o cr. MP - Hit box enlarged
- Frames increased by 5F for boost combos (on hit -3F/On block-7F)
o cr. MK - Hit box enlarged
o Target Combo 4(MK?2HP) - Hit box enlarged
o Sliding - Startup decreased from 14F-&10F
- Hurt box area above neck now invincible to projectiles
o Handstand Kick - Decreased frames by 3F (on hit +3F/On block-1F)
o M/H Lynx Tail - Decreased frames for block stun by 2F (M -4F-&-6F?H -2F-&-4F)
o EX Lynx Tail - Final hit now knocks opponents behind Elena
- Damage decreased from 150-&100
o EX Scratch Wheel - Length of invincibility changed from 1~5F-&1~6F
o EX Rhino Horn - Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
o Leg Lift Throw/Leg Hook - Damage increased 120-&130
o Brave Dance - Startup decreased from 14F-&5F
o Jump: overall animation reduced from 45 frames to 41 frames.
o Standing MP: now comes out in 5 frames, and the second hit can be canceled.
o Handstand Kick: reduced by 3 frames (on hit +3 frames, on block ±0).
o Mallet Smash: tweaked to be in a standing position while the hitbox is active.
Special move meter gain
o Mallet Smash: whiff 15-&10/on hit 20×2(40)-&15×2(30)
o Scratch Wheel (L): whiff 15-&10/on hit 40-&30
o Scratch Wheel (M): whiff 15-&10/on hit 40×2(80)-&15×2(30)
o Scratch Wheel (H): whiff 15-&10/on hit 40×3(120)-&10×3(30)
o Lynx Tail (L): whiff 15-&10/on hit 40-&30
o Lynx Tail (M): whiff 15-&10/on hit 20×2(40)-&20×2(40)
o Lynx Tail (H): whiff 15-&10
o Spinning Scythe: on hit 10×2(20)-&15×2(30)
o Spinning Scythe (follow up): whiff 5-&10/on hit 10×2(20)-&15×2(30)
o Rhino Horn: whiff 15-&0/on hit 20×2(40)-&30×2(60)
【外部图片】
o Command change - (back+HP+HK) no longer activates guard cancel
o Health - 950-&900
o Far HP - Push back on block for boost combos reduced
o Far HK - Push back on block for boost combos reduced
o cr. LP - Frames increased by 3 (+5F on hit / +1F on block)
o cr. LK - Frames increased by 3 (+4F on hit / 0 on block)
o Reverse Spin Kick - 6F~29F is throw invincible
o Flash Kick - Block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced
Special move meter gain
o Flash Kick: on hit 40-&30
o Sonic Boom: whiff 15-&0 / on hit 20-&25
【外部图片】
o Close MK - Frames increased by 4F (on hit +6F/on block +2F)
- Frames increased by 6F for boost combos (on hit -3F/on block -7F)
o Close HK - Frames increased by 10F for boost combos (on hit -8F/on block -13F)
- Push back on block for boost combos reduced
o Far MP - Frames increased by 2F for boost combos (on hit -4F/on block -8F)
o Far MK - Shortened frames by 2F (on hit ±0F/on block-1F)
o Far HP - Push back on block for boost combos reduced
o Far HK - Push back on block for boost combos reduced
o cr. MP - Frames increased by 7F for boost combos (on hit -4F/on block -8F)
o cr. HP - Push back on block for boost combos reduced
- Frames increased by 8F for boost combos (on hit -10F/on block -16F)
o Jump MP - Can now be canceled
o Ninja Sickle - Startup 12F-&10F
- Knock away changed to shoot straight up on hit
- Push back on block reduced
- Hit box enlarged
o Bushin Gokusaken - Opponents now launched straight upwards on hit
o Bushin Gokusaken Throw - Damage increased from 100-&170
o Neck Breaker - Became 2-hit move
o Bushin Izuna Otoshi - Slowed timing of attack activation
o M Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
o EX Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
- Increased invincibility time by 1F
o EX Bushin Senpukyaku - Added area below the knees to the hit box
o Neck Flip - First attack is now a mid-level attack
o EX Run - Added Armor Effect to Sudden Stop follow up
o Grab Throw/Shoulder Throw - Increased damage from 120-&130
o Far standing MP: 2 frames added during a Boost Combo (on hit -3 frames, on block -7).
o Crouching MP: 7 frames added during a Boost Combo (on hit -5 frames, on block -9).
o Ninja Sickle: start up decreased from 12 frames to 10, opponent floats straight up on hit, pushback on block reduced, hitbox on 2nd hit increased.
o Bushin Gokusaken: opponent floats straight up into the air on hit, damage has been changed from 20+40+50+70 to 30+50+60+120, and the final attack can now be jump canceled.
o Bushin Gokusaken (throw version): damage increased from 100 to 170.
o Bushin Izuna Otoshi (Elbow drop variation): attack now comes out slower.
Special move meter gain
o Bushin Senpukyaku: whiff 15-&10/on hit 20×number of attacks-&12×number of attacks
o Bushin Izuna Otoshi (Jump): Air 10
o Bushin Izuna Otoshi (Elbow Drop): on hit 40-&20
o Bushin Izuna Otoshi (Throw): on hit 30-&60
o Run: whiff 10-&5
o Sudden Stop: whiff 10-&5
o Shadow Kick: whiff 5-&15
o Neck Flip: whiff 5-&10/on hit 20+20(40)-&20+10(30)
o Kaiten Izuna Otoshi: whiff 15-&10/on hit 30-&80
o Hozanto: whiff 15-&0
【外部图片】
o HP - Opponent cannot perform quick recovery off the ground when hit by this while in the air
- 4 frames added to Boost Combo (-9 on hit, -15 on block)
- Push back on block for boost combos reduced
o cr. LP - Damage reduced from 50 to 40
o cr. LK - Hit box reduced
- Hurt box reduced
o cr. MP - Damage reduced from 80 to 70
- 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
o cr. MK - 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
o Hammer Hook - Wall bound when move connects on counter hit
o Body Press - Block stun reduced by 8 frames / Damage reduced from 140 to 110
- Active frames reduced from 21 to 8 frames
o Giant Palm Breaker - &Damage changes
o LP: 100-&80
o MP: 100-&110
o HP: 140-&130&
o Moonsault Press - Damage recduced from 200 to 230
o EX Meat Squasher - Damage increased from 200 to 260
o Monster Lariat - Block stun increased by 3 frames (on block -10)
- Super armor startup changed from 1 to 6 frames
o EX Monster Lariat - Block stun reduced by 5 frames (on block -8)
o Monster Lariat: now -10 frames on block. Additionally, Super Armor startup has been changed so that it now starts on frame 7 instead of frame 1.
Special move meter gain
o Giant Palm Breaker: whiff 15-&10, on hit 40-&30
o Moonsault Press: whiff 15-&20, on hit 40-&100
o Shootdown Backbreaker: on hit 20-&65
o Meat Squasher: whiff 15-&20, on hit 20-&80
o Ultra Throw: whiff 15-&20, on hit 0-&60
o Monster Lariat: whiff -&15-&0, on hit 40-&50
【外部图片】
o EX Kunai - EX Kunai can be canceled while descending
o far LP - Hit box reduced
- Hurt box reduced
- Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
o LK - Hurtbox increased
o cr. MK - Push back on block for boost combos reduced
o far HP - Push back on block for boost combos reduced
o Forward jumping HK - Startup increased from 5 to 7 frames
- Damage decreased from 100 to 75
o Yami Kazura - Damage increased from 120 to 130
o Spin Kick - Hit box reduced
o MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)
o Tobizaru: damage increased from 140 to 190.
Special move meter gain
o Kunai: whiff 15-&5
o Tsuijigoe: whiff 10-&15
o Neck Breaker: on hit 10-&60
o Kazakiri: on hit 20×3(60)/10×3(30)
o Tsumuji: whiff 15-&10, on hit 20+20(40)-&10×2(20)
o Tsumuji (high variant): whiff 5-&10, on hit 20-&30
o Tsumuji (low variant): whiff 5-&10, on hit 60-&30
o Hien: on hit 20+40(60)-&20×2(40)
o Raida: whiff 15-&0, on hit 40-&60
【外部图片】
o Close HP - on hit, opponents are launched higher
o Far LK - Can no longer be linked
o cr. HP - Damage decreased from 90 to 75
- On block, cannot be jump canceled
- Hitbox has been reduced
o Diagonal Jumping HP - Damage decreased from 100 to 75
- Hurtbox comes out 1 frame quicker
o Karen Kick/Assatsu Kick - Damage decreased from 150 to 130
o EX Senpusha - Hit and block pushback has been reduced
o EX Kasatushi - Hurtbox has been added after move is successful
o EX Senpusha: pushback on hit and on block has been decreased, and forward movement on the attack has been standardized.
Special move meter gain
o Fuhajin (rising kick): whiff 10-&5, on hit 0-&25
o Shikusen: whiff 10-&5
o Shikusen 2nd Impact: on hit 20+20(40)-&10 x 2(20)
o Shikusen 3rd Strike: on hit 40-&30
o Kasatushi: whiff 15-&10
o Senpusha (L): whiff 15-&0, on hit 10 x 2(20)-&30 x 2(60)
o Senpusha (M and H): whiff 15-&0, on hit 10 x 4(40)-&15 x 4(60)
o Devil Reverse (jump): whiff 10-&0
o Devil Reverse (attack): whiff 15-&5
o Double Knee Press: whiff 15-&0, on hit 16×2(32)-&20×2(40)
【外部图片】
o Far HK - Startup 13-&11F
- Frames reduced by 3 (0 on hit / -5F on block)
o Shiden Kakato Otoshi - Can cancel the feint
o Target Combo - (-1F on hit /-7F on block)-&(+3F on hit / -4F on block)
o Shoulder Throw - Damage 120-&130
o L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
- Floats higher on hit
- Damage 80-&70
o M. Shoryuken - 1st hit block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced / 2nd hit no longer hits crouching opponents
o H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150-&130 / Increased air combo juggle counter
o Hadouken - (-4F on hit / -9F on block)-&(0 on hit / -5F on block)
o Air Tatsumaki Senpu Kyaku - Hurt box enlarged
o Shippu Jinrai Kyaku - Damage 300-&340 / 1st hit moves forward more
Special move meter gain
o L Shoryuken: on hit 40-&30
o M Shoryuken: on hit 20+20(40)-&20+10 (30)
o H Shoryuken: on hit 20+10+10(40)-&20+5×2 (30)
o Hadouken: whiff 15-&5 / on hit 40-&20
o Air Tatsumaki Senpu Kyaku: whiff 15-&0 / on hit 30 x number of hits -&20 x number of hits
o L Tatsumaki Senpu Kyaku: whiff 15-&0 / on hit 20+10(30)-&25+10 (35)
o M Tatsumaki Senpu Kyaku: whiff 15-&0 / on hit 20+10×3(50)-&25+8×3 (49)
o H Tatsumaki Senpu Kyaku: whiff 15-&0 / on hit 20+10×4(60)-&25+8×4 (57)
【外部图片】
M. Bison (Dictator)
o Close MP - Startup decreased from 7 to 5 frames
o Far MP - Startup decreased from 8 to 5 frames
- Hitbox has been reduced
- Hurt box reduced
o Bison Warp - Overall animation has increased by 8 frames
o Double Knee Press (LK) - Block pushback has increased
o EX Double Knee Press - When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
o Knee Press Nightmare - The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
o Deadly Throw - Damage decreased from 150 to 140
Special move meter gain
o Devil Reverse (jump): whiff 10-&0
o Devil Reverse (attack): whiff 15-&5
o Double Knee Press: whiff 15-&0, on hit 16×2(32)-&20×2(40)
【外部图片】
o Close HP - Reduced startup from 10F-&5F
o Close HK - Lower half of the body now invincible against airborne attacks
o Far MP - Can now be cancelled
o Far HP - Can now be cancelled
- Reduced startup from 10F-&5F
o Far HK - Lower half of the body now invincible against airborne attacks
o Ice Slasher - Increased frames bi 1F on hit (On hit +4F)
o Thunder Beam - Decreased damage from 80-&60
o Mega Uppercut - Decreased damage from 120-&85
o Mega Buster - Decreased damage from 80-&65
o EX Mega Buster - Increased damage from 80-&150
Special move meter gain:
o Ice Slasher: whiff 15-&5/On hit 40-&20
o Thunder Beam: whiff 15-&5/On hit 40-&20
o Mega Uppercut: whiff 15-&5/On hit 40-&30
o Mega Buster: whiff 15-&0/On hit 40-&30
Video of Mega Man's Street Fighter X Tekken v2013 patch changes (Not yet released)
【外部图片】
o Command change - Backflip command changed from KK to KKK
o Forward Dash - Full animation reduced from 22 to 16 frames
o Close MP - Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
o Far HP - Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
o Close HK - Start up reduced from 14 to 11 frames
o cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
o cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
o Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
o Note: confirmed on Ryu / Damage increased from 60 to 70
o Love Me Tender (L) - Startup decreased from 29 to 27 frames
o EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
o Slapshot - Damage reduced from 150 to 140
o Forward dash: overall animation increased from 14 to 16 frames.
o Crouching HP: start-up changed from 9 frames to 7 frames, advantage on hit reduced by 8 frames (now leaves Poison at +0).
o Far standing MP: added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).
Special move meter gain
o Whip of Love 1st Hit: on hit 20-&30
o Whip of Love 2nd Hit: on hit 20-&15
o Whip of Love 3rd Hit: on hit 10-&20
o Love Me Tender: on hit 20-&30
o Love Me Tender (ender): whiff 5-&15, on hit 20-&70
o Kissed by a Goddess (L): on hit 20+20(40)-&20+10(30)
o Kissed by a Goddess (M): on hit 10 x 2+20(40)-&20+8 x 2(36)
o Kissed by a Goddess (H): on hit 10 x 4(40)-&20+8 x 3(44)
o Aeolus Edge: whiff 15-&0, on hit 40-&30
【外部图片】
o Vitality - Reduced from 1000 to 930
o Far LP - Hit box reduced
- Hurt box reduced
o Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
o Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
o Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
o cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
o cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
o cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
o Jump MK - Hitbox reduced
o Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
o Stinger - Hitbox increased
- Push back on block reduced
o Far standing LP: hitbox has been reduced.
Special move meter gain
o Stinger (jump): whiff 15-&5
o Stinger (knife): whiff 15-&5, on hit 40-&15
o Mekong Delta Attack (attack): whiff 15-&10, on hit 40-&30
o Mekong Delta Air Raid (attack): whiff 15-&10, on hit 40-&30
o Mekong Delta Escape (jump): whiff 10-&5
o Patriot Circle 1st attack: whiff 10-&0, on hit 6 x 4(24)-&8 x 4(32)
o Patriot Circle 2nd attack: on hit 6 x 4(24)-&5 x 4(20)
o Patriot Circle 3rd attack: on hit 6 x 3(18)-&8 x 3(24)
【外部图片】
o Close LK - Block pushback increased
o Close MK - 6 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
o Far MP - 6 frames added to Boost combo (-6F/-10F)
- Push back on block for boost combos reduced
o Far MK - 4 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
o Far HP - 4 frames added to Boost combo (-9F/-14F)
o cr. LK - Hitbox reduced
o Hand Machinegun - Damage increased from 120 to 130
o Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
o Falcon Kick - Frame advantage on hit reduced by 7 frames
o Target Combo - Damage decreased from 90 to 60
o Galactic Tornado - &Damage adjusted:
o MP 100-&80
o HP 120-&90
o EX 160-&80&
o Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
o Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)
Special move meter gain
o Messiah Kick (high): whiff 5-&10
o Messiah Kick (mid): whiff 5-&10
o Messiah Kick (low) whiff 5-&10
o Snake Strike: whiff 15-&5, on hit 16 x Number of attacks-&10 x Number of attacks
o Galactic Tornado (L): whiff 15-&0, on hit 10+20(30)-&30+15(45)
o Galactic Tornado (M and H): whiff 15-&0, on hit 10 x 2+20(40)-&30+8 x 2(46)
【外部图片】
o Far LP - Startup 3F-&4F
o cr. MP - Startup 4F-&5F
- Hit box reduced
o cr. MK - Startup 5F-&6F
- Hit box reduced
o cr. HK - Startup 5F-&7F
o Solar Plexus Strike - Frames reduced by 2 (+5 on hit / 0 on block)
o Shoryuken - Block stun reduced by 10 F
- Screen freeze reduced by 6F
- Push back on block reduced
o M. Shoryuken - Frames 1~5 are invincible
o Air Tatsumaki Senpu Kyaku - Hurt box enlarged
o EX Tatsumaki Senpu Kyaku - Frames 3~7 are throw invincible
o H. Ryu's Joudan Sokutou Geri - Block stun reduced by 4F
o Guard Cancel - Changed to 3 hits
Special move meter gain:
o Shoryuken: on hit 40-&30
o Tatsumaki Senpu Kyaku: whiff 15-&10 / on hit 40-&30
o Air Tatsumaki Senpu Kyaku: whiff 15-&0 / on hit 40-&35
o Joudan Sokutou Geri: whiff 15-&10/ on hit 40-&30
o Hadouken: whiff 15-&0/ on hit 40-&30
【外部图片】
o Close MK - Push back on block for boost combos reduced
o Close HP - Push back on hit changed to be same as light attacks
o Close HK - 1st hit will hit crouching opponents
- 1st hit causes forced standing
o Far HP - Push back on block for boost combos reduced
o Far HK - No longer build meter on whiff
o cr. MP - Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
o cr. HP - Push back on block for boost combos reduced
o Step Low Kick - Block stun reduced by 3 (-3F on block)
o Tiger Uppercut - Block stun reduced by 10F
- Screen freeze reduced by 4F / Push back on block reduced
o EX Tiger Uppercut - Moves forward further
- Hit box after 2nd hit enlarged forward
o EX Tiger Knee Crush - Block stun reduced by 5 (-3F on block) / Damage 110-&90 / Changed air combo count
o Close standing HP: pushback on hit is now the same as LP, and pushback on block for a Boost Combo has been decreased.
o Far standing HK: Cross Gauge meter building decreased from 10 to 0 on whiff, on block it’s been increased from 10+10 to 15+15 and on hit 20+20 to 25+25.
o Crouching MP: 4 frames added during Boost Combo (on hit -6, on block -10).
o EX Tiger Knee: frame disadvantage on block reduced by 3 frames to -2, damage decreased from 110 to 90, tweaked so that it registers in mid-air combos.
o Close standing MK: pushback on block for a Boost Combo has been decreased.
o Low Tiger Shot: overall animation reduced from 47 frames to 46 frames.
o EX Low Tiger Shot: overall animation reduced from 48 frames to 45 frames.
Special move meter gain
o Tiger Shot: whiff 15-&5
o Grand Tiger Shot: whiff 15-&5
o Tigger Uppercut: whiff 15-& 10 / on hit 40-&30
o Tiger Knee Crush: whiff 15-&0 / on hit 20+20(40)-&30+20(50)
【外部图片】
o LK - Hit box reduced
- Hurt box reduced
- Startup 3F-&4F
o Close MP - Frames reduced by 2 (on hit +4F/on block +1F)
o Close HK - Hit effect changed to knock away against opponents on the ground on hit
- Push back on block for boost combos reduced
o Far HP - Can be canceled
- Push back on block for boost combos reduced
o Far HK - Push back on block for boost combos reduced
o cr. HP - Hurt box reduced
o Jump MP - Changed hit effect to knock down against airborne opponents on hit
o Hadoken - Increased total frames from 42F-&49F
- Frames adjusted from (on hit ±0/on block -6F)-&(on hit -3F/on block -7F)
o Sakura Otoshi - Hit box enlarged
o Haru Ranman - Damage increased from 300-&330
o LK Shunpukyaku: damage increased from 30 to 40.
o Sailor Shot/Choba Throw: damage increased from 100 to 130.
Special move meter gain
o Hadoken: whiff 15-&5/on hit 40-&20
o Shouoken (L): whiff 15-&10/on hit 10×2(20)-&15×2(30)
o Shouoken (M): whiff 15-&10/on hit 10×4(40)-&8×4(32)
o Shouoken (H): whiff 15-&10/on hit 10×6(60)-&5×6(30)
o Airborne Shunpukyaku: whiff 15-&0/on hit 40×2(80)-&15×2(30)
o Sakura Otoshi (Attack): on hit 15-&10
o Sakura Otoshi (Finish): whiff 5-&10/on hit 15-&20
o Shunpukyaku (L): whiff 15-&0/on hit 40-&25
o Shunpukyaku (M): whiff 15-&0/on hit 40×2(80)-&15×2(30)
o Shunpukyaku (H): whiff 15-&0/on hit 40×3(120)-&10×3(30)
【外部图片】
Shoryuken LP/MP
o Frames decreased by 10 on block.
o Blockstun now lasts 5 frames less.
o Pushback on block decreased.
Special move meter gain:
o Shoryuken: On hit 40-&30
o Tatsumaki Senpukyaku: whiff 20-&10/On hit 40-&30
o Airborne Tatsumaki Senpukyaku: whiff 20-&0/On hit 40-&35
o Joudan Sokutogeri: whiff 15-&10/On hit 40-&30
o Hadoken: whiff 10-&0/On hit 40-&30
Video of Toro's Street Fighter X Tekken v2013 patch changes (Not yet released)
【外部图片】
o cr. LP - Frames increased by 1 (on hit +4, on block ±0)
o cr. MK - Block stun has been reduced by 3 frames (on block -2)
- 6 frames added to Boost combo (on hit -6, on block -13)
- Push back on block for boost combos reduced
o Vertical jumping HK - Opponent will go into a hard knockdown state if hit with this attack while in the air.
o Flying Barcelona Attack - The position of the hurtbox has been changed
- Pushback on block has been reduced
o Izuna Drop - Throw area has been reduced
o Sky High Claw (H) - The knockback timing on hit and on block has been changed
o Scarlet Terror (M) - Damage decreased from 100 to 80
o Scarlet Terror (H) - Damage increased from 100 to 120
- Mid-air combo count number increased
o EX Scarlet Terror - Damage increased from 150 to 160
- Mid-air combo count number increased
o Stardust Drop: damage increased from 150 to 190.
o Bloody High Claw: tweaked to make it easier to hit with.
Special move meter gain
o Rolling Crystal Flash (L): whiff 20-&10, on hit 10+40(50)-&20 x 2(40)
o Rolling Crystal Flash (M): whiff 15-&10, on hit 10 x 3+40(70)-&8 x 3+20(44)
o Rolling Crystal Flash (H): whiff 15-&10, on hit 10 x 4+40(80)-&8 x 4+15(47)
o Scarlet Terror (L): whiff 15-&10, on hit 40-&30
o Scarlet Terror (M and H): whiff 15-&10, on hit 40+40(80)-&20+10(30)
o Flying Barcelona Attack (Jump): whiff 10-&5
o Flying Barcelona Attack (Attack): whiff 5-&0, on hit 40-&30
o Izuna Drop: whiff 5-&10, on hit 40-&50
o Sky High Claw: whiff 15-&0
【外部图片】
o Walking Speed - Slightly slower
o Close MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
o Close MK - 4 frames added to Boost combo (on hit -6, on block -10)
o Far LP - Damage decreased from 40 to 30
o Far LK - Startup increased from 4 to 5 frames
o Far MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
- Adjusted so that the hurt box comes out 1 frame before the attack
o Far MK - Push back on block for boost combos reduced
o cr. MP - Damage decreased from 80 to 70
o cr. MK - 2 frames added to Boost combo (on hit -5, on block -9)
o Flying Body Attack - Block stun reduced by 8 frames
- Damage decreased from 120 to 100
o Screw Piledriver - Damage adjusted:
o LP: 180-&200
o MP: 200-&220
o HP: 220-&240
o Quick Double Lariat - Hitbox increased on the 5th frame
o Far standing MP: added 5 frames during Boost Combo (on hit -5 frames, on block -9), pushback on block has been reduced, hurtbox now comes out 1 frame before attack. Finally, start up has been increased from 4 frames to 5 frames.
o Flying Body Attack: block stun has been reduced by 9 frames, and damage decreased from 120 to 100.
o Quick Double Lariat: hitbox added to the 5th frame.
o Crouching LP: damage decreased from 40 to 30.
o Crouching HP: pushback on block during a Boost Combo has been decreased, and 5 frames are added when used in a Boost Combo (on hit -7 frames, on block -13).
Special move meter gain
o Screw Piledriver: whiff 15-&20, on hit 40-&100
o Banishing Flat: whiff 15-&10, on hit 40-&30
o Double Lariat: whiff 15-&5, on hit 40-&35 (after first spin 20)
o Quick Double Lariat: whiff 15-&5, on hit 40 (after first spin 30)
o Flying Power Bomb: whiff 15-&0, on hit 40-&100
o Atomic Suplex: whiff 15-&0, on hit 40+40(80)-&70+50(120)
铁拳的不知为啥在多玩发不出来,只能上链接了
本帖最后由 yippee123 于
16:10 编辑
每个角色都改了不少东东~
最好能把普通投的视角转换取消掉,看着头晕~
我都忘了这个游戏了。
一般的菜鸟 发表于
我都忘了这个游戏了。
最近买了psv版的,所以还是要关注一下
2013就是个平衡补丁,除了血条颜色变化之外,平时还真感觉不到什么明显变化
1、去掉宝石系统,或者至少去掉那让人无语的各种彩色闪光。。
对这个游戏只有这三个要求,如果实现不了,还是算了。。
好像有街机的说,肇庆市端州路大润发就有两台街霸X铁拳。
yippee123 发表于
最近买了psv版的,所以还是要关注一下
2013就是个平衡补丁,除了血条颜色变化之外,平时还真感觉不到什么 ...
大哥你买了PSV了啊!请问PSV你觉得值不值得入手?好像破解了。
还行吧,不过不推荐买,现在没啥游戏
求翻译啊,看不懂
同求翻译。。
LZ对我论坛的洋文普及程度相当有信心啊!
一般的菜鸟 发表于
大哥你买了PSV了啊!请问PSV你觉得值不值得入手?好像破解了。
没破解吧...
求翻译,求视频搬运~~~
wgtmc 发表于
没破解吧...
哦,抱歉,好像是还没有,我也是道听途说。
yippee123 发表于
最近买了psv版的,所以还是要关注一下
2013就是个平衡补丁,除了血条颜色变化之外,平时还真感觉不到什么 ...
= =说没改变的你真去测试了么,这简直就是重置级别的改动了,再加几个新人都能当新作了。
1各种连段伤害被削弱。
伊吹6LP-6MP-6HP-63236KK-JHK-2MP-426P
HP-2MP-46MK-3HK-2HK
2MP-214LP-2MP-236LK-2LP-214LP-63236LK
伤害削弱10+点至20+点
2双重技巧伤害增加,
初段伤害+50点。
3招式性能改变
比如,维加(警察)
46K,46KKK 新追加穿波效果,可以无视飞行道具。
63236PPP,KKK。出招后僵直时间变长。
4伤血回复变慢
回复变慢后战斗节奏加快,以前不断换人回血拖时间的状况得到控制了。
我最不爽的就是连段那部分,本来之前连段补正就够烦了,很多用了数次目押的连段在相同条件下还没直接出手的民工连伤血多,连击数高点伤害补正有可能低到10%。
现在连击数不高的单次目押连段都给我减少伤害,这是要闹哪样啊。
双重技巧这类消耗3格气的花瓶加不加强无所谓,对战的时候谁去用这个,有气也是用EX和SA了。
本帖最后由 苍月花和 于
18:14 编辑
我是说我感觉不出来。。。因为我都是乱打的,不过好像普通投可以直接把可恢复的血条也减掉,所以节奏快很多,而且本来可恢复的血速度也变慢了
= =尼美,又去试了下,这次的修正应该不是修正了连段扣血比例,而是直接降低了一些普通技和必杀技的伤害。(也有些人是提高了)
刚才试的几个人里面卢夫斯的技能伤害被下降得最多。
比如优酷上可以搜到的官方组队连续技视频里用过的改版
5LK-5MK -5HP -236PP-HK -HK -MP -63236P
没记错的话之前至少有430以上的伤害,2013版修正后是325点。
其中236PP是伤害削弱得最严重的。
虽然以前这连段伤血量是大了点,但是这么一下子削弱100多点还是觉得有点过了。
本帖最后由 苍月花和 于
20:47 编辑
jackx大削啊...不能无脑砸地了
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