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舊 11-20-07, 06:30 PM   #1
神祕人1號
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SFII Turbo HD Remix

《快打旋風 2 Turbo HD Remix》經典2D對戰格鬥改頭換面登場 2007-11-19 22:48:30
http://gnn.gamer.com.tw/0/28510.html

  由 CAPCOM 製作的經典 2D 對戰格鬥遊戲 PS3 / Xbox 360 網路下載高解析度重製版《快打旋風 2 Turbo HD Remix》,現正式釋出首波概念遊戲畫面,供玩家參考。

  《快打旋風 2 Turbo HD Remix》是大型電玩經典 2D 對戰格鬥遊戲名作《快打旋風 2 Turbo》的強化重製版,承襲原作的內容,並首度以重製的方式將遊戲圖像全面翻新。

  遊戲將收錄 17 名來自《快打旋風 2 Turbo》的登場角色,包括玩家所熟悉的龍、肯、凱爾、貝卡與豪鬼...等,所有角色與場景都採 1080p 高解析度重新繪製;收錄練習模式,讓玩家能迅速上手;支援 16:9 寬螢幕或 4:3 傳統螢幕輸出,玩家可依自己喜好選擇。

  遊戲支援單機與 PSN / Xbox LIVE 連線雙人對戰,並針對連線環境最佳化,提供玩家優良的對戰樂趣;支援多樣化配對模式,包括模擬遊樂場實境的「投幣對戰模式」,可容納 2 名台上對戰玩家與 4 名等待投幣上場的觀戰玩家同樂;支援線上排行榜與語音交談。

  PS3 / Xbox 360《快打旋風 2 Turbo HD Remix》預定 2008 年第 1 季以網路下載方式在 PS3 PLAYSTATION Store / Xbox 360 Xbox LIVE 賣場推出,下載費用尚待後續公布。
(Sam 報導)


引用:
作者: 王小虎 查看文章
補貼幾張圖同movie,我諗因為重係製作中,所以一直冇公佈靚d的圖。
大圖








youtube movie



引用:
作者: 王小虎 查看文章
Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 2, Ryu)
http://blog.capcom.com/archives/558

提到會有兩個模式,一個是Original Mode,完全不會有任何動作、平衡上的改動,HD畫面,所以你若看見任何有關平衡方面不喜歡的東西,也不用怕,還有Original Mode可以滿足你。

關於Ryu的改動,他們找來Ryu的高手John Choi(韓國人,下面有他在比賽中用Ryu的video),Choi想了幾個星期後,答覆說1) adds a fake fireball 2) no other changes。因為很多人可以看著fireball而做對應的動作,加上假的fireball就可以混殽對手。後來問了另一個日本Ryu高手,他也同意加上假fireball的建議。

當然強化了Ryu的fireball trap,他表示其他角色也要有相對的改動去躲避fireball。

Choi use Ryu video



引用:
作者: 王小虎 查看文章
Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1)
http://blog.capcom.com/archives/542

重新設計的目的:
- 令遊戲更易玩
- 更平衡
- 增加樂趣

易操控
- 昇龍拳在時間上會更寬鬆(以前是根據不同情況而要在8或15 frames內出招,現在一律變為15 frames)
- 360度的招有別的方法出(你不需再一直拉上,免至變成跳起,現在變為拉半圓再拉前/後+P,舊方法亦可再用)
- 刪除了Tiger Knee?(不過他又解釋已變為昇龍拳的出招辦法)
- Cammy的腳投變為qcf+P,Feilong的flying kick變為qcf+K
- 狂禁制的招更易(不用禁甘多下)
- 3個制的招變為2個(會變為輕拳+輕腳或中拳+中腳或重拳+重腳同按,也可用回舊招,Dhalsim和豪鬼的teleport變為兩拳或兩腳制,Balrog的重拳變為兩拳制)

增加平衡
- 經過多輪測試,最強角色:Balrog、Dhalsim、Old Sagat in the US、Vega in Japan和春麗,最差的角色:Cammy, Fei Long, T.Hawk, Zangief和Blanka。於是他們先把最弱的角色加強到中級,再把中級角色略略加強,目的是要讓力量的分野縮細,另外沒有減弱任何角色

Street Fighter Art in Progress: The Good, the Bad, and the Just Plain Ugly
http://blog.capcom.com/archives/544

- 講述一些重畫時的問題,有一些2個月前但曝光了的舊畫面。
神祕人1號 目前離線   回覆時引用此篇文章
舊 11-20-07, 07:46 PM   #2
martinyau1979
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睇唔到片, 一click 咗Play 又縮番落去
martinyau1979 目前離線   回覆時引用此篇文章
舊 11-20-07, 08:16 PM   #3
神祕人1號
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Shaky Cam Gameplay Footage

http://download.gametrailers.com/gt_..._shakey_gp.wmv
http://download.gametrailers.com/gt_..._shakey_gp.mov


street fighter 2 hd full screen gimmeGTD



Super Street Fighter II HD om22580
神祕人1號 目前離線   回覆時引用此篇文章
舊 11-20-07, 10:36 PM   #4
八仙果
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youtube 頻道
 
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咦?終於要開新 topic 講?
等左好耐,玩 SF 大的,很期待 HD 的 SF 會是怎樣,
但另一方面又對美國 Capcom 沒什麼信心。


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八仙果 目前離線   回覆時引用此篇文章
舊 11-20-07, 10:39 PM   #5
Shadow 神
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引用:
作者: 八仙果 查看文章
咦?終於要開新 topic 講?
等左好耐,玩 SF 大的,很期待 HD 的 SF 會是怎樣,
但另一方面又對美國 Capcom 沒什麼信心。
好似話有 2 個 mode 嘛,其中一個就只係提升畫質但所有設定無變,可以放心玩喎


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Shadow 神 目前離線   回覆時引用此篇文章
舊 11-20-07, 11:15 PM   #6
wongja0708
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SF feeling lost, seriously


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wongja0708 目前離線   回覆時引用此篇文章
舊 11-21-07, 12:50 AM   #7
COOJ
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honestly, the people in the background look very crapy


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COOJ 目前離線   回覆時引用此篇文章
舊 11-21-07, 12:52 AM   #8
pureman
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引用:
作者: wongja0708 查看文章
SF feeling lost, seriously
AGREE
好可惜....
所以如果有SNK, 如果出拳王HD, 就好啦
pureman 目前離線   回覆時引用此篇文章
舊 11-21-07, 12:54 AM   #9
鈴蘭
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引用:
作者: wongja0708 查看文章
SF feeling lost, seriously
都係果句
咩係SF feeling?


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さあ、はじめるとしよう。貴方の心をいただこう!

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隨時更新
鈴蘭 目前離線   回覆時引用此篇文章
舊 11-21-07, 12:56 AM   #10
pureman
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引用:
作者: 鈴蘭 查看文章
都係果句
咩係SF feeling?
我既理解係佢話'SF自己迷失了, 唔知點再造好SF'
pureman 目前離線   回覆時引用此篇文章
舊 11-21-07, 10:58 AM   #11
shwl
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引用:
作者: 鈴蘭 查看文章
都係果句
咩係SF feeling?
睇完screenshot後
覺得SF本身唔適合HD化...
變3D可能會輕受落D
shwl 目前離線   回覆時引用此篇文章
舊 11-21-07, 11:52 AM   #12
wongja0708
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引用:
作者: 鈴蘭 查看文章
都係果句
咩係SF feeling?
個人感覺
SF 對戰係要係一個狹窄既環境下埋身肉博
依家個感覺係... 戰場闊左, 條巴無左大部份紅色後變得無咁熱血
背景無左種粗燥感, 無左種爛仔交感覺...
總而言之係無左種壓逼感...


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wongja0708 目前離線   回覆時引用此篇文章
舊 11-21-07, 12:15 PM   #13
0229
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hd版sf 人物做得好好

背景再做精細d 就好喇
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舊 11-21-07, 12:19 PM   #14
小光
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引用:
作者: COOJ 查看文章
honestly, the people in the background look very crapy
引用:
作者: 0229 查看文章
hd版sf 人物做得好好

背景再做精細d 就好喇
特登的, 唔係又會俾人話冇左SF feel


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小光 目前離線   回覆時引用此篇文章
舊 11-21-07, 01:00 PM   #15
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總係覺得條血好短咁..


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monkeylove 目前離線   回覆時引用此篇文章
舊 11-21-07, 02:36 PM   #16
ai.
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其實我想隻game快d出~
原本以為只係畫過灑d圖可以快些出到,可以在puzzle之後半年內出到
點知佢又係到tune來tune去...
要tune都可以出左之後更新的~


ai. 目前離線   回覆時引用此篇文章
舊 11-21-07, 02:52 PM   #17
破戒僧
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引用:
作者: AiStudio 查看文章
其實我想隻game快d出~
原本以為只係畫過灑d圖可以快些出到,可以在puzzle之後半年內出到
點知佢又係到tune來tune去...
要tune都可以出左之後更新的~
錯啦, 2D FTG, 最徙時間係畫圖, 想想每一個動作都由N咁多格構成, 一格一格咁畫, 有排


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破戒僧 目前離線   回覆時引用此篇文章
舊 11-21-07, 02:56 PM   #18
強化人間ですの~★
鋼の救世主ですの!
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引用:
作者: 鈴蘭 查看文章
都係果句
咩係SF feeling?
屈波升
無影撻


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強化人間ですの~★ 目前離線   回覆時引用此篇文章
舊 11-21-07, 06:36 PM   #19
王小虎
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引用:
作者: 破戒僧 查看文章
錯啦, 2D FTG, 最徙時間係畫圖, 想想每一個動作都由N咁多格構成, 一格一格咁畫, 有排
前排睇話重爭Honda(其他人亦未完全完成,不過甘畫法,可能隻game價錢同新game差唔多,笑)
王小虎 目前離線   回覆時引用此篇文章
舊 11-22-07, 03:38 AM   #20
ai.
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Super Street Fighter II Turbo HD Remix FAQ
http://blog.capcom.com/archives/577
引用:
SSF2T HD Remix FAQ

Is the gameplay the same as Super Street Fighter 2 Turbo?
You actually get two games in one in this package:
1) SSF2T HD Remix
2) SSF2T HD Classic Arcade

SSF2T HD Remix is a brand new game. It’s a sequel to SSF2T, with over 100 changes to improve the balance and playability.

SSF2T HD Classic Arcade has the same gameplay as the original Super Street Fighter 2 Turbo. It does NOT have any of the easier joystick motions, command changes, bug fixes, or gameplay tweaks that you might have heard about in SSF2T HD Remix. Our goal is to make SSF2T HD Classic Arcade as close as possible to the gameplay of the original arcade ST in every way.

You don’t have to worry about which game you might like, because you get both of them together!

Is the rebalanced game (SSF2THDR) intended only for beginners? I heard someone say it’s “dumbed down.”
Although easier special move timings will help beginners, the rebalanced game is intended to be the tournament standard played by pros. The pros can already perform almost any move with staggering precision, so changes to move commands won’t affect them very much. The balance changes of hitboxes, recoveries, and other move properties will definitely affect the gameplay at the pro level though. Most of the balance changes are specifically aimed at the very highest level of tournament play in the world. (Plus several additions for the sake of fun that don’t ruin the balance.)

We hope that players will find the rebalanced game “smartened up,” rather than dumbed down. Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent. Likewise, strengthening the low tier characters will put more emphasis on player skill and less on disparities between characters. While we hope beginners will find the game more accessible, make no mistake that we intend the game to be more strategically interesting at the tournament level than ever before.

Will each game have separate rankings?
Yes. Similar to X and X’ modes in Puzzle Fighter, there will be separate leaderboards for SSF2T HD Remix and SSF2T HD Classic Arcade.

Do both games have new art?
Yes. All the character sprites, backgrounds, projectiles, effects, UI, and menus are redone in HD. Every piece of art is new whether you play the classic game or the new game.

Is the game widescreen 16:9 or is it 4:3?
It’s both. If you have a widescreen tv, the menu screens and character select screen will always be widescreen. You can choose whether to view the gameplay itself in either the original 4:3 or the new 16:9. The 16:9 mode zooms in to fill your screen, and also adjusts the camera movement to pan up when necessary. The 16:9 mode does not alter gameplay at all. In fact, you can play in the 4:3 mode while your networked opponent plays in the 16:9 mode, and neither of you will even know how the other is viewing the game.

Is the game 1080p?
Like most 1080p games, SSF2T HD Remix does render in full 1080p with no hardware scaling. Our goal is actually a higher standard for 1080p where every pixel on screen maps 1:1 with a pixel from the source texture. There are very few games that meet this standard, and it would be nearly impossible for a 3D game to do so with today’s hardware. Every piece of art in our entire game—from menus to life bars to backgrounds to character sprites—is being created at 1080p resolution.

Because of download size limits, we are not yet sure if we can meet our goal of 1:1 pixels. Maybe we will be able to do further optimizations to meet it, or maybe the download size limits will change. In the absolute worst case though, the game will still output a 1080p signal and will still have 1:1 1080p source resolution for all text, all UI elements such as life bars and super meters, and even the foreground elements on all the stages. Only the characters and far backgrounds might have to use 720p source art scaled to 1080p.

Even though this worst case still leaves the game a 1080p game, we are still working toward our goal of a 1080p signal with 100% 1080p source art as well.

Is there new music?
Yes, all the stages will have new remixed music.


Is this game based on the Dreamcast version of SSF2T? I thought people wanted the arcade version.
Yes it is based on the Dreamcast version. The Dreamcast version has many fixes and features over the arcade version. It has random character select, a training mode, a versus mode, and lots of bug fixes such the ability to do reversal supers with Ken/Sagat/Dhalsim, the correct sound effects for hitting with certain normal moves, the correct point values for hitting with certain normal moves, etc. The new gamely in SSF2T HD Remix uses the Dreamcast version as a starting point because we wanted these small bugs fixed.

We also know that everyone wants the arcade version for SSF2T HD Classic Arcade. Luckily, the Dreamcast version contains the source code of the arcade game with internal dipswitches to set gameplay back to the arcade version. We’ve set everything to the 02/23/1994 settings, which should be the same as the arcade version. This allows to have the gameplay of the arcade version with the versus mode, training mode, random select, and damage handicap options of the Dreamcast version.

There are claims that the character sizes are different in the Dreamcast version than arcade. After capturing screens from both versions and comparing, I found that they line up exactly, pixel for pixel. The only difference is that the Dreamcast version introduced a black border around the edges of the video signal that might make the entire game appear to be slightly smaller, depending on your tv. This will not be an issue in our version though, so the character sizes should be exactly like the arcade.

We also noticed that damage dealt appears to be different in the Dreamcast’s versus mode compared with the arcade version. Yes, this is true and it’s due to the way the game handles handicap settings. We changed the handicap formulas so that if you play on the default handicap, the damage dealt will be exactly the same as the arcade version, but now you have the option of having a little more or less life if you want. (Handicap is of course disabled in ranked play and it defaults to off in unranked play, but you can turn it on if you like.)

The game speed is also slightly different depending on which hardware the game runs on. We are still working towards making our speeds match the arcade speeds. They’re close, but we will do more tuning.

Are the “old characters” still in the game?
The original ST game has 16 characters (including Ken, for example), 16 alternate versions (including Old Ken, for example), and Akuma. SSF2T HD Classic Arcade has all these same characters.

SSF2T HD Remix no longer has the 16 “old characters” though. Instead, the highlights of those characters have been incorporated into their mainline counterparts. SSF2T HD Remix has 17 selectable characters.

Is Akuma selectable?
In the original SSF2T, Akuma was a powerful boss character, not intended to be balanced against the rest of the characters. For this reason, he is NOT selectable in online ranked matches in SSF2T HD Classic Arcade. In unranked matches, he will either also be unselectable, or there will be an option to allow/disallow him with the default set to disallow.

In the new SSF2T HD Remix gameplay, Akuma is rebalanced to compete fairly against the other characters. He is allowed and he no longer even requires a secret code to pick him.

Here’s a brief bi



此篇文章於 11-22-07 04:03 AM 被 ai. 編輯。
ai. 目前離線   回覆時引用此篇文章
舊 11-22-07, 04:05 AM   #21
ai.
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原來隻game的code係以dc版為基礎,其中一個原因係因為dc版有network code.
引用:
Is Akuma selectable?
In the original SSF2T, Akuma was a powerful boss character, not intended to be balanced against the rest of the characters. For this reason, he is NOT selectable in online ranked matches in SSF2T HD Classic Arcade. In unranked matches, he will either also be unselectable, or there will be an option to allow/disallow him with the default set to disallow.

In the new SSF2T HD Remix gameplay, Akuma is rebalanced to compete fairly against the other characters. He is allowed and he no longer even requires a secret code to pick him.
點解要咁做......弱了就唔似豪鬼....假如唔通佢地要出重製版zero系列時,見到真豪鬼又要減弱?
好在隻game有個SSF2T HD Classic Arcade.



此篇文章於 11-22-07 04:08 AM 被 ai. 編輯。
ai. 目前離線   回覆時引用此篇文章
舊 11-22-07, 10:18 AM   #22
wing
God of Gamer
格鬥低手
 
註冊日期: Mar 2004
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作者: AiStudio 查看文章
原來隻game的code係以dc版為基礎,其中一個原因係因為dc版有network code.點解要咁做......弱了就唔似豪鬼....假如唔通佢地要出重製版zero系列時,見到真豪鬼又要減弱?
好在隻game有個SSF2T HD Classic Arcade.
其實在原版中, 人用的豪鬼冇空中雙波, 攻擊同防禦又大幅減弱, 中人地一腳都扣得勁甘, 都已經算係balance左了. 人用的豪鬼同人用的西班牙佬出較, 我覺得西班牙佬仲難打la
wing 目前離線   回覆時引用此篇文章
舊 11-22-07, 10:34 AM   #23
ai.
God of Gamer
RELEASED
 
註冊日期: Jan 2002
文章: 11,382
引用:
作者: wing 查看文章
其實在原版中, 人用的豪鬼冇空中雙波, 攻擊同防禦又大幅減弱, 中人地一腳都扣得勁甘, 都已經算係balance左了. 人用的豪鬼同人用的西班牙佬出較, 我覺得西班牙佬仲難打la
如果真係已經弱化左,咁佢又想搞d咩呢??


ai. 目前離線   回覆時引用此篇文章
舊 11-22-07, 01:46 PM   #24
shwl
Game Master
 
註冊日期: Mar 2006
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Nintendo Switch ID745442910721
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講起豪鬼
個人想幫佢加番招瞬獄殺
17個人入面得佢無super combo太可惜了~
shwl 目前離線   回覆時引用此篇文章
舊 11-28-07, 01:40 PM   #25
王小虎
God of Gamer
 
註冊日期: Apr 2002
文章: 7,807
http://blog.capcom.com/archives/598

Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 3, T. Hawk)



- HD version的T Hawk將會源自SSF2T(其實我看得有點不明白,他是說沒有super的T Hawk,那個應該是SSF2吧?其實SSF2T也就是香港/日本名為SSF2X的,即有super的),總之就是舊T Hawk,普通招較強,standing roundhouse和standing strong有較大的打擊點,low roundhouse較快(相對於SSF2T)
- 他的鎖頭摔也一樣改為向後半圓->向前+拳(或相反方向),其實以前他這招比Zangief更難出,因為他跳躍的frames數只有3 frames(一般來說很多人會跳起來出pilediver)
- 最大的改變,要算是他的aerial dive(即跳起向前飛那招)被人防守後也會安全了。完成後的距離你可使用T Hawk的昇龍(用頭那招),但對手可以擋格,你也可上前投擲,但距離足夠對手去下踢,所以不算無敵。(所以最基本就是對手擋了aerial dive後立即下踢,假如他用昇龍,也不會打中)
王小虎 目前離線   回覆時引用此篇文章
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