ANTIVANDALLER писал(а):Вообще Unlimited Nerf Works. Я не понимаю, каким образом принимались некоторые решения. Еще теплится надежда, что может быть это где-то сработал плохой перевод.
Сработал эффект "Отсутствующие фишки проще заметить". В первую очередь люди пытаются делать старые комбы, и если что-то не получается, докладывают об этом. Искать применение новым опциям сложнее и дольше, чем писать в твиттер "БНБ НЕ КОМБИЦА".
Буллет, например, выглядит на этом локтесте просто отлично, даже с вышеупомянутыми нерфами.
- Bullet can now do all her command grabs after her D attacks.
- Bullet can also go from heat 0 to heat 2 in the corner in one combo because of this change.
- Bullet lost her D follow up wall stick in the corner but gains it back if she follows up with 42136C instead.
- She has midscreen wall bounce after her D follow up now as well. Shingo managed to get a meterless 5100 damage corner combo w/ new tools.
- Blocked drive causes her to be pushed away from the opponent if you don't get the red lock on (excluding 6D and 2D).
- Charged flint is similar to Ragna's dead spike and actually moves across the screen then explodes.
Последний раз редактировалось Fate 07 авг 2014, 18:26, всего редактировалось 1 раз.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Между СР1.1 на аркадах и консолях прошло всего около двух месяцев. Если 2.0 выйдет в сентябре-октябре, то можно и в этом году ждать.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Бекдеш? У некоторых чаров реверсала не было никогда, и ничего, живут.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Если ты попал в угол за Азу, то ты заслужил все страдания мира.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
bbcp 2.0
Можно увидеть новые ДП и сфеку Кагуры, ОД из блокстана, Лямбду, потребление ресурсов Хазамы, не телепортирующийся за спину телепорт Коконое и её новые стаки драйва. В ченджлоге не писали, но тут видно что она получает +1 гравитон каждые 600 фреймов (10 секунд).
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Celica's attack that makes her trip and fall over has two hits. The first hit is mid and the second hit is low. The low hit causes stagger. I think it is her 6A maybe?
Minerva normals seem to have ridiculous hitboxes which scares me, especially if they don't make Minerva part of the hurtbox when they are used.
Drive is sorta like Noel's, but limited to 3 parts. Pretty sure everyone knows this already. Not sure if followups can happen on block/whiff. Looks like they don't have SMP, or at least the hammer-looking one doesn't.
Projectile is large, comes out fast, and travels ridiculously fast, but dissipates before travelling the full screen. Has slight deceleration before it goes away?
Celica's not Hell's Fang moves her pretty quickly. It can be charged to make it cover more distance. Maybe charging it changes the frame data?
DP LOOKS LIKE IT CAN BE CHARGED. AND HAS INVULN FRAMES WHILE CHARGING. AND A RIDICULOUS HITBOX. NO NO NO NO NO. KOKO 6A NIGHTMARES COMING BACK.
Length of OD meter before it startes draining and length of health bar healed over time during her OD are 1:1. Just measured both with a ruler.
Healing DD can be held down to heal more. Probably pretty risky.
Lambda-11
Projectiles seem slower than Nu-13's? Nu-13's may have been given an increase in speed. Might also just be the quality of the video messing with my eyes.
D moves automatically do followup, but that was already confirmed. 4D > 5D > 236B simple combo.
Has an air D move that has a projectile come from a 35~40 degree angle downward that launches though this is also already known. Not sure what the command is. j.D and j.2D are shown used in the combo. Launcher > j.2D > j.D > j.214D simple combo. Looks like all three gatling out of each other without a jump cancel. It can be seen again in the second combo: Grab > 6D > 2D > j.D > j.2D > jc > j.D > j.?D > j.214D. Not sure how SMP works for it, but it looks like she has three D normals to work with in the air now.
Her j.D and j.2D seem to come out at an angle much much smaller than Lambda's current +/- 30 degree angles for each respectively. Just measured with a protractor. j.D is +10 degrees. j.2D is -10 degrees.
Another pretty obvious thing pointed out earlier is j.214D's crossup potential hitbox which actually has the curved blade she summons out go more than 180 degrees around her starting from the top. I actually think it goes pretty far behind and under her too. Around a 45 degree angle starting from the bottom. Much more prominent than Nu-13's 90 degree quarter circle hitbox.
There are two versions of Sickle Storm. Based on the movelist, it does not follow the same add in ~C to get the one that comes from behind that Nu-13's Dia Sickle Storm currently has. This may mean it is distance dependent as stated by Tokkan above. What seems to be happening is that it has a set distance away from Lambda where it pops out of the ground and then it starts tracking the opponent from that spot. So if you use it from further away it will appear and then find its way to your opponent by moving forward. If you use it close up it will appear behind the opponent and move backward in order to get closer to the opponent. If you use it from the "just right" distance it will already be on top of the opponent so it will not need to track.
Lambda only gets two versions of Spike chaser. One that sends out 2 spikes and one that sends out 4. Pretty sure this is dependent on how long the button is held. Nu all the versions including the short 2-spike version as well as the full screen version by adding in the C input.
Lambda's OD Calamity Sword DD tracks the opponent in OD. Overhead as well as combo ender from across the screen while in OD for 50 meter.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!