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Хмм... Ультра 2 Веги после его ClHP Должна выглядеть весьма сексюяльно... да-да...
UPD: сорри... там в общаке 36 фреймов... обидно...
Ultra Street Fighter IV
Добавлено: 21 дек 2013, 18:21
Antilife
Вроде не видел таких :
Ultra Street Fighter IV
Добавлено: 22 дек 2013, 11:48
yizraor
посмотрел первое видео из предыдущего поста - возможно меня поглючило, но такое ощущение будто у Они некоторые нормалы изменились по сравнению с AE.
есть ли вобще какая инфа об изменениях Они в ультре?
Ultra Street Fighter IV
Добавлено: 22 дек 2013, 15:27
Сарыч
yizraor
Они становится годным персонажем, вот изменения на момент текущего билда:
- Can now FADC his DP, but only on the first hit, whether it connects or is blocked.
- Ultra 2 is now a double half-circle back motion.
- His Forward Medium Kick now has 11f startup, instead of 13f.
- His Crouching Heavy Kick is now 8f startup instead of 9f, and has 20f recovery instead of 24f.
- His Focus Attack has longer range.
- Heavy Shoryuken now invincibility frames reduced. Now has full invincibility on 1~5f (used to 1~8) and strike invincibility on 6~7f (used to be 9~10f).
- Light Demon Slash now does 110 damage (down from 120), and 130 stun (down from 150).
- Heavy Demon Slash is now -6f on block, instead of -8f.
- EX Demon Slash is now -8f on block, instead of -10f.
- Medium Demon Palm is now -4f on block, instead of -6f, but its first invincibility frame has been removed.
- Electric Fireball (all versions) now have 2 frames less recovery.
- Ultra 1 now does 375 damage when not cinematic (up from 350), and now has 9f startup instead of 11f.
- Light Demon Palm is now -5f on block, instead of -7f.
- Aerial Ultra 1 startup changed to 11f, from 14f.
- ДП теперь можно ФАДЦать и на хите, и на блоке, но только на первом хите
- У2 теперь имеет инпут
- Бафнули f+MK.Стартап уменьшили с 13фр до 11фр
- Бафнули Cr. HK. Стартап уменьшили с 9фр до 8 фр, рекавери уменьшили с 24фр до 20фр
- Увеличили ренж фокус-атаки
- Уменьшили инвулы на dp+HP. Было: Полный инвул с 1-8фр, инвул к ударам с 9-10 фр. Стало: Полный инвул с 1-5фр, инвул к ударам с 8-7 фр
- Понерфали Lp-слэш, дамаг стал 110 вместо 120, дает 130 стана вместо 150.
- HP-слэш теперь -6 на блоке, раньше был -8.
- EX-слэш стал -8 на блоке, раньше был -10
- dp+Mk стал -4 на блоке (был -6), но убрали инвул на стартапе.
- Рекавери электрик фаерболлов +Р стало на фр быстрее у всех версий
- Стартап у1 стал на 2 фр быстрее, дамаг ультры (при неполной анимации) увеличили на 25
- LK-палм вместо -7 на блоке теперь дает -5
- У АА-вариант У1 стартам стал 11 фр вместо 13.
Ultra Street Fighter IV
Добавлено: 22 дек 2013, 16:26
ZBEP
Ultra Street Fighter IV
Добавлено: 22 дек 2013, 18:50
yizraor
Сарыч писал(а):Они становится годным персонажем
...
класс! спасибо за инфу.
это радует, что кое-какие нормалы с медленным стартапом действительно побафали, особенно f+MK.
правда, мне на видео показалось еще будто f+HK тоже побафали на стартап, и вроде как уменьшили рейндж... жаль, если подобного изменения не будет
Ultra Street Fighter IV
Добавлено: 24 дек 2013, 03:02
Just D
Обновил первопост. Добавил инфу по всем персонажам, за исключением новых.
Ultra Street Fighter IV
Добавлено: 24 дек 2013, 06:25
Zanderok
Про таргет комбо Гая - вифает как раз 2-ой хит комбо, и даже не по сидячим , а 1-ый хит как раз входит в любой ситуации, поэтому универсальная бнб Гая: cr.LK,cr.LP,st.MP, slide, расширением хитбокса скорее всего. Хотят сделать юзабельным: cr.LK,cr.LP,st.MP-HP, slide
Ultra Street Fighter IV
Добавлено: 24 дек 2013, 14:31
Just D
Zanderok, к сожалению автор не указал, какая ТК имеется ввиду. Меня ввел в заблуждение видос с Капваном и Крисом, где Капван 2 раза подряд виффнул вторым ударом по Кену Криса, а вот расширение хитбокса вниз, для LP первого ТК звучало более целесообразно. Сомнения рассеялись ,когда пересмотрел трейлер - ты прав. Однако Виффы, похоже, все-таки будут в некоторых случаях, что не есть хорошо ((
UPD
Мне всё больше и больше нравится то, что они сделали с Пойзон. Шары не только замечательной зонинг тул, но и прекрасное средство прессинга, быстрые нормалы с адским рейнджом cr.MK и даже st. HP легко отменяются в рекку, прекрасные деши, по-прежнему очень хороший антиэйр cr.HP, оверхед теперь быстрее и с большим хитбоксом, у обеих ультр хороший стартап и куча дамага. Пока только неясно, что там с джамп нормалами и дали ли ей хороший кроссап, но и без них все очень даже неплохо. Отольются слезы Пойзон-игроков из СФхТ. Топ-тиром она может и не будет, но вангую матчапы 7-3 со всякими грапплерами.
Ultra Street Fighter IV
Добавлено: 25 дек 2013, 18:59
Sadako_Jamamur
YASUME-E Вообще говорили что Пойзон будет немного несбалансированной. Зоннинг - да, прекрасен, но прессинг думаю на среднем уровне, к тому же легкость "Скачивания".
Во время У1 у Пойзон рука проходит сквозь текстуру волос. Жаль что бусы не жуёт. Отличная работа, Капком.
Ultra Street Fighter IV
Добавлено: 28 дек 2013, 14:37
Just D
Dosu, странная претензия. Ощущения, что хочется докопаться, а не к чему больше. Вообще-то такое сплошь и рядом(в СК, например) по крайней мере это не модельки КИ с похеренными нормалями. Да и никто в здравом уме пихать в игру свойства вроде коллизии объектов с волосами не будет, особенно если игра разрабатывалась для консолей уходящего поколения - не потянут.
Ultra Street Fighter IV
Добавлено: 28 дек 2013, 19:55
sickros
Вега к примеру, если сделать NJHK сделать слишком близко к земле, каким то магическим образом оказывается на ногах...
Но вообще мне по барабану...
Ultra Street Fighter IV
Добавлено: 29 дек 2013, 12:47
Al Pachino
Хуже рук Зангиева, проходящих сквозь ноги и животы во время СПД, не будет. Хотя нет, будет. Анимации бросков по Хьюго ещё в SFxT вызывали удивление.
Ultra Street Fighter IV
Добавлено: 30 дек 2013, 00:02
pmf026
Ultra Street Fighter IV Capcom Cup Build Change List
L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block
L Dash Swing Blow charge time reduced from 55F to 44F35F;
stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block
M Dash Swing Blow charge time reduced from 55F to 50F40F;
changed from +10 to +2 on hit, from -7 to -6-3 on block
Turn Punch charge from Level 2-5 is ~2 second per level, later levels rise at ~4 second per level
Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K; 4th and 5th hits no longer unconnect during combos
Dirty Bull (UC2) input command changed from 63214×2+PPP to 720+PPP;
recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3;
damage reduced from 399 to 120
Level 1 Focus Attack start-up reduced from 26F to 23F
Level 2 Focus Attack start-up reduced from 17F to 13F after button release
Level 3 Focus Attack start-up reduced from 70F to 68F
L Thunder Knuckle hitbox slightly expanded
M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed;
cannot be EX Red Focus-cancelled on hit
H Thunder Knuckle cancel recovery increased from 6F to 7F
Emergency Combination (Super Combo) damage increased from 330 to 350
Burst Time (UC1) smoke visual effects reduced
Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed
Crouching MK changed from -6 to -2 on block, from -3 to -1 on hit
Crack Kick (6+HK) now airborne from 8F instead 1F
Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper;
corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP
Knife Throw now has armor-break properties
Zonk Knuckle can now be EX Focus-cancelled
EX Criminal Upper pushback on block reduced by half;
now strike invincible until 1F before active
Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased
Far Standing HP late active frame hit now floats air opponents on counter-hit
Crouching LK start-up reduced from 5F to 4F
Crouching MP hitbox expanded forward
Crouching MK damage increased from 70 to 80
Crouching HP hitbox expanded forward
Knee Shot (2+LK during forward or back jump) hit stun increased by 3F
Air Slasher chip damage increased from 12 to 15
L Double Rolling Sobat changed from -5 to -3 on block
M Double Rolling Sobat 1st hit hit stun increased by 1F, changed from +6 to +7 on hit after EX Focus-cancel → Forward Dash
EX Machine Gun Upper changed from -5 to -8 on block, -9 to -12 on block with mash;
can be EX Focus-cancelled on hit or block, with or without mash; 1st hit hitbox slightly expanded forward;
floats the opponent higher on hit, with or without mash
Standing LK start-up increased from 3F to 4F,
hurtbox expanded to same extent as Yang’s Far Standing LK
Standing MK upper-body hurtbox expanded
Crouching LP start-up reduced from 4F to 3F
Crouching MP hitbox expanded forward
Crouching HP active frames increased from 2F to 3F
Crouching MK upper-body hurtbox expanded
Crouching HK hurtbox greatly expanded upward
Jump HP hitbox size reduced
Round Step command changed from Standing HP → 4+HK to Standing HP → HK;
2nd hit wind visual effect removed
Handstand Kick (6+MP) damage reduced from 80 to 70
Handstand Whip (6+MK) damage reduced from 60 to 50
Slide (3+HK) active frames reduced from 14F to 13F
All versions of Lynx Tail pushback on hit reduced, easier to use in combos
L Lynx Tail damage reduced from 90 to 60; changed from -4 to -9 on block
M Lynx Tail changed from -7 to -9 on block
H Lynx Tail changed from -9 to -13 on block
L Mallet Smash start-up increased from 20F to 21F;
changed from -1 to ±0 on hit, from -11 to -5 on block
M Mallet Smash start-up increased from 23F to 25F;
changed from ±0 to +3 on hit, from -10 to -3 on block
H Mallet Smash start-up increased from 25F to 27F;
changed from +3 to +6 on hit, from -7 to ±0 on block
All versions of Rhino Horn no longer hit crouching opponents;
hitbox itself expanded downward, at close range if the 1st hit connects does 3 hits total
L Rhino Horn changed from -10 to -6 on block
M Rhino Horn changed from -13 to -5 on block
H Rhino Horn changed from -15 to -3 on block
EX Rhino Horn follow-up capability improved, easier to use in air combos;
recovery reduced from 22F to 19F
H Scratch Wheel now considered grounded until the 1st frame of attack start-up
EX Scratch Wheel damage reduced from 210 to 180; stun reduced from 210 to 180;
number of hits reduced from 5 to 4 hits; follow-up capability improved, easier to use in air combos
All versions of Spin Scythe follow-up attack now causes spinning knockdown
EX Spin Scythe knocks the opponent higher;
like normal Spin Scythe, now has secondary input for follow-up attack
Spinning Beat (Super Combo) start-up reduced from 20F to 3F
Brave Dance (UC1) now connects all hits at the tip
Healing (UC2) Total frames after freeze increased from 80F to 102F;
cancel timing at Revenge Gauge Max is only after 150 points of healing;
Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW at Max)
Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
Air Throw range slightly increased
All versions of Flash Kick invincibility time extended by 1F
Flash Explosion (UC1) start-up reduced from 7F to 5F;
invincibility time reduced from 1-10F to 1-7F1-15F;
damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit;
during activation, if opponent is behind, corrects to face the opponent
Sonic Hurricane (UC2) damage increased from 300 to 330350
Crouching HP hitbox greatly expanded to match the visuals
Hammer Hook (6+HP) hitbox moved upward with the arm section
Leap Attack (Jump 22+MK) now airborne 2F instead of 1F;
from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits
Ultra Throw no longer activates without Back input; 1st hit no longer causes stun,
2nd hit stun increased from 100 to 150
Meat Squasher simple command removed,
without Forward or Back input → through Down inputs → ending with Up input, will not activate
L Monster Lariat start-up reduced from 15F to 14F
M Monster Lariat start-up reduced from 19F to 14F
H Monster Lariat start-up reduced from 24F to 18F
EX Monster Lariat now has two hits of armor
L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F
L Giant Palm Bomber start-up reduced from 19F to 15F
L, M and H Giant Palm Bomber active frames increased from 2F to 4F
Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
Close Standing MK start-up speed during Feng Shui Engine now the same as normal version
Far Standing MP now Special-cancellable
Far Standing LK start-up reduced from 5F to 4F
Far Standing HK hitbox size during Feng Shui Engine now the same as normal version; becomes airborne on 3F instead of 6F
Crouching MK start-up reduced from 6F to 5F;
recovery reduced from 17F to 16F
Diagonal Jump HP no longer causes knockdown
Sekku (6+MK) now airborne from 1st frame of start-up
EX Fuhajin (M+H) now hits grounded opponents
EX Fuhajin (L+H) damage increased from 50*50 to 60*60
Kasatushi now takes recoverable damage when absorbing attacks
L, M and H Shikusen no longer can be done from back jump
EX Shikusen now has input follow-ups like the normal version, activates with any single K button;
trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory
Second Impact and Third Strike hitbox expanded, less likely to unconnect
EX Senpusha invincibility time increased from 1-6F to 1-7F;
changed from -14F to -15F on block
Feng Shui Engine (UC1) invincibility time reduced from 1-4F to 1-2F; at max Revenge Gauge, active length reduced from 900F to 700F
Close Standing MK hitbox slightly expanded downward
Crouching LP damage increased from 20 to 30
Crouching LK damage increased from 30 to 40
Crouching MP damage increased from 60 to 70
L Soul Spiral forward movement distance slightly increased
L, M and H Soul Spiral damage increased from 100 to 110
EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200;
invincibility time increased from 11F to 13F, throw invincibility removed
M Soul Spark start-up reduced from 22F to 20F
H Soul Spark start-up reduced from 29F to 27F
Illusion Spark (UC1) start-up reduced from 12F to 10F
Soul Satellite (UC1) command input changed to 214214+KKK; recovery increased from 2F to 4F
CloseFar Standing LK 2nd hit now Special-cancellable
L, M and H Tiger Knee 1st hit now forces stand
EX Tiger Knee changed from -1 to ±0 on block
Tiger Destruction (UC1) forward movement reduced;
when hitting an air opponent in the corner, now does full hits; air hit damage reduced from 395 to 340
Tiger Cannon (UC2) now does full hits on air opponents;
air hit damage reduced from 384 to 312
Crouching LP frame advantage increased from +4 to +5 on hit
Crouching HP active frames increased from 2F to 4F
Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents;
-4 when blocked on 2nd active frame (on active frames 3-5 block disadvantage decreases by frame)
L, M and H Rolling Crystal Flash changed from +2 to -8 on hit, last hit can no longer be EX Focus-cancelled
M Rolling Crystal Flash changed from -2 to +0 on block
EX Rolling Crystal Flash changed from +4 to +2 on hit
Mask Pick-up from ground is now a command, 2+PP when standing over the mask
Back Slash (PPP version) now has input priority over Mask Pick-up when pressing 2+PPP
EX Scarlet Terror now completely invincible from 1-4F
Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 050 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100
Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward
Splendid Claw (UC2) start-up reduced from 8F to 7F5F
Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
Far Standing MK changed from -7 to -3 on hit, from -10 to -7 on block
Diagonal Jump HP hurtbox slightly expanded
L, M and H Banishing Flat start-up speed reduced by 2F; disadvantage on block reduced by 2F
L Banishing Flat changed from -5 to -2 on hit
M and H Banishing Flat block stun increased by 2F
EX Banishing Flat start-up increased from 13F to 16F; second hit causes hard knockdown
L Spinning Pile Driver throw range reduced from 1.75 to 1.71.6
Ultra Street Fighter IV
Добавлено: 30 дек 2013, 09:39
gsl23
Если есть инфа, что за 3я ультра и ред фокус аттак, добавьте в шапку плиз
Ultra Street Fighter IV
Добавлено: 30 дек 2013, 10:05
sickros
Мне мерещится или они не только меняют изменения, но и дополняют их?
Ultra Street Fighter IV
Добавлено: 30 дек 2013, 10:25
gsl23
нашел
Ultra Combo Double allows players to choose both of their character's Ultra Combos at the cost of doing less damage. This gives players more options in their tactics and play styles. Red Focus Attack is a Focus Attack that currently absorbs multiple hits. It is still subject to the same weaknesses as the former with Armor Breaking moves and throws. Delayed Standing allows players to alter the timing of their character's wakeup. By holding Heavy Punch and Medium Kick on the character's hard knockdown, the character will take a few extra seconds to get back on their feet, disrupting the wakeup game of the attacking opponent.
вопрос открыт - как делается ред фокус и делаед стандинг и чего стоит( бары супера )?