Добавлено: 28 авг 2006, 08:46
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Ему добавять брони, порежут стартап паре ударов ))) и будет сол )))Что-то странное попытались с Чиппом сделать. Забрали все, что дали в Слэше и зарали 3 джамп, нифинты себе, чем он теперь от других отличатся будет?!((
Alcyon One писал(а):apparently, slash back has recovery on missed attempt and also leaves the character unable to block for several frames.
Вот так вот.Alcyon One писал(а):it is sort of like parry, since it allows the character to recover from block even quicker than ib. but unlike 3s parry there is actual animation prior to hit boxes connecting so you can get punished hard for screwing it up. messing up up a slash back is almost as bad as whiffing a special, apparently.
Alcyon One писал(а):directly translated from ttp://wiki.livedoor.jp/ggxx_matome/d/FrontPage
force break move: drill special (22+d)
- a gigantic drill can be produced with the same timing as invite hell. it is a attack by the main body *(aka "little eddie" to us) so it is a very safe way of summoning him. starting frames and recovery frames are similar to normal invite hell, and it gives frame advantage on block. it's huge and powerful, so looks quite useful.
new move: shadow hole
- can be used via releasing h during little eddie is out. it is a low hit. looks like a very useful move to break down the opponent's guard. it is damn good. but it does seem to add a lot of prorate.
- he still cannot guard while flying. but it is no longer counter hit.
- drill special became a fb move, so he can no longer perform the old unblockable set up.
- voice sounds similar to ginganam from "gundam turn a" (kind of high-tensioned).
- attack animation and property for shadow has been changed.
- it seems like much re-learning will have to be done.
colors
- k blue
- s purple & red
- h green & red
- d pink-ish, or something rather light-purple
- st looks very similar to hs color from #r
- s, h, st shadow seem to have slightly different colors
special move revisions
mawaru
- property changed. the saw now moves forward, then come back but the active duration is much shorter than before. seemingly more difficult to use in pressure strings. guard bar does not fill up.
nobiru
- wall bounce on hit! but it slams the opponent on the wall hard so it actually seems very difficult to follow up with a combo. midscreen combo seem impossible.
- "nobiru > air combo > nobiru > air combo" did about 50% damage on sol.
shadow p release
- now bites instead of poking. start up seems slow, but the reach is long. a completely move compared to the previous version.
shadow d release
- not a carp, but something that looks like a orb bounces. its is not confirmed if opponent will be launched on hit.
shadow gallery
- opponents slide on hit.
flight
- other than the fact that he doesn't get counter hit anymore, it seems to be unchanged from slash.
break the law
- the recovery seems to have been shortened. looks abotu the same as it was in #r.
gallery fake
- removed?
normal move revisions
- jk strengthened. however, it can still be shot down with most anti air. according to ogawa, "it is definitely somewhere between slash and #r, but closer to #r."
- 5k and 2p seems to be the same as #r.
- eddie's *(not "little eddie") normals seem to have shorter recovery in general.