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1202全角色平衡调整翻译(施工中)

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所有角色都会翻译!预计今天完结,用的雪人CAT术语翻译,本人水平有限,麻烦8u捉虫了。


IP属地:广东来自Android客户端1楼2024-12-02 12:37回复
    【卢克】(为避免误解,同时放出原文与译文对照,供各位参考)
    Adjustment Summary调整汇总
    We've primarily looked at giving some of Luke's lesser-used moves more purpose and reassessing his perfect input combos.我们主要着眼于让卢克的一些不太常用的动作更有目的性,并重新评估他的完美输入组合。
    Double Impact (→+Heavy Punch)双连冲击(→+重拳)
    While this attack can be hit confirmed and can't be countered when blocked, it has comparable range to Standing Heavy Punch, which is also a quick attack, meaning it doesn't get much love in a fight.虽然这种攻击可以被确认,当格挡时不能为打康,但它的射程与站重拳相当,这也是一种快速攻击,这意味着它在战斗中不会得到太多的爱。 For this reason we've looked at increasing its forward moving distance so there's a clear range difference, making it a good option against opponents who are further away.出于这个原因,我们已经考虑增加它的前进距离,这样就有了明显的距离差异,使其成为对抗更远对手的好选择。
    Overdrive Sand Blast / Fatal Shot (↓↘→+Two Punches)/(Two Punches after OD Sand Blast)OD砂爆/致命发射(↓↘→+两个拳)/(在OD砂爆之后的两个拳)
    We reassessed this technique as it didn't give that much of a return compared to other Overdrive projectiles.我们重新评估了这项技术,因为与其他OD飞行道具相比,它没有带来那么大的回报。 For Overdrive Sand Blast we removed the hurtbox that appears before the attack startup.对于OD砂爆,我们删除了攻击启动前出现的hurtbox。 Removing this hurtbox makes it more reliable as a zoning tool.删除此hurtbox使其作为分区工具更可靠。 Additionally, Fatal Shot had limited applications so we changed its behavior on hit to provide more of a payoff for the player.此外,致命发射的应用程序有限,因此我们改变了它在命中时的行为,为玩家提供了更多的回报。
    Medium Flash Knuckle (Perfect Input) (↓↙←+Medium Punch (Hold))中等迅闪指节拳(完美输入)(↓↙←+中拳(保持))
    We reexamined this attack as Luke's perfect input combos lost some of their appeal due to combo scaling on his primary tools and because you can combo into both the perfect input and charged version from Standing Heavy Punch.我们重新检查了这种攻击,因为卢克的完美输入组合由于其主要工具上的组合修正而失去了一些吸引力,而且你可以从Standing重拳组合成完美输入和付费版本。 Now depending on your combo opener, you can deal just as much damage as before.现在,根据你的组合开局,你可以像以前一样造成伤害。
    ==================================
    Standing Heavy Punch站立重拳
    Adjustment调整
    Expanded the collision pushbox of the 1st active frame upwards.向上展开第一个活动框架的碰撞推箱。
    ==================================
    Standing Heavy Kick站立重脚
    Adjustment调整
    Changed the Drive Gauge increase from 3000 to 4000.改了,斗气槽从3000增加到4000。
    ==================================
    Double Impact双连冲击
    (→+Heavy Punch)(→+重拳)
    Adjustment调整
    1. 1. Increased the distance moved forward before the attack startup.增加了攻击开始前向前移动的距离。
    2. 2. Expanded the standby block hitbox.扩展了待机格挡受击框。
    3. 3. Reduced pushback on hit.命中减少后退。
    ==================================
    Nose Breaker鼻破
    (↓+Medium Kick > ↓+Heavy Punch)(↓+中脚> ↓+重拳)
    Adjustment调整
    Changed advantage on hit from +1 to +2 frames.将命中优势从+1帧改为+2帧。
    ==================================
    Overdrive Sand Blast OD砂爆
    (↓↘→+Two Punches)(↓↘→+两个拳)
    Adjustment调整
    The hurtbox on the upper body now expands forward on the 19th frame instead of the 14th frame.上半身的hurtbox现在在第19帧而不是第14帧向前扩展。
    ==================================
    Fatal Shot致命发射
    (↓↘→+Two Punches > Two Punches)(↓↘→+两个拳>两个拳)
    Adjustment调整
    1. 1. Behavior on hit has changed so that it now produces a wall splat.击中时的行为发生了变化,现在会产生墙壁飞溅。
    2. 2. Reduced combo countadditional value.附加价值组合数量减少。
    3. 3. Increased hitstop when the attack hits with the base.当攻击击中基地时,增加击球拦截。
    4. 4. Extended the input buffer time when the technique ends.在技术结束时延长输入缓冲时间。
    ==================================
    Light Flash Knuckle (Charged/Perfect)灯迅闪指节拳(充电/完美)
    (↓↙←+Light Punch (hold))(↓↙←+轻拳(保持))
    Adjustment调整
    Added an additional attack hitbox to the 2nd attack that can only hit during a combo.在第二次攻击中添加了一个额外的攻击受击框,该攻击只能在组合中击中。 This change is intended to fix an issue where the 2nd attack would miss even though the 1st attack hits.此更改旨在解决即使第一次攻击成功,第二次攻击也会失败的问题。
    ==================================
    Medium Flash Knuckle中等迅闪指节拳
    (↓↙←+Medium Punch)(↓↙←+ 7.
    Adjustment调整
    1. 1. Recovery on block changed from -10 to -8 frames.格挡上的恢复从-10帧更改为-8帧。
    2. 2. Reduced hurtbox during recovery.恢复期间减少了hurtbox。
    3. 3. Reduced pushback on hit.命中减少后退。
    4. 4. Extended the input buffer time when the technique ends.
    ==================================
    Medium Flash Knuckle (Perfect)中等迅闪指节拳(完美)
    (↓↙←+Medium Punch (hold))
    Adjustment调整
    2nd attack no longer has combo scaling added to it when it lands.第二次攻击着陆时不再添加组合修正。
    ==================================
    Super Art 2 Eraser超级必杀技2蒸发暗令
    (↓↙←↓↙←+P)(↓↙←↓↙←+P
    Adjustment调整
    1. 1. Increased the distance moved forward when the attack hits.增加攻击时向前移动的距离。
    2. 2. Reduced the blowback distance on the 1st hit when it hits a mid-air opponent.当第一次击中空中对手时,减少了反击距离。 This change is intended to fix an issue where the 2nd attack and later would miss even though the 1st attack hit.此更改旨在解决即使第一次攻击命中,第二次攻击和以后的攻击也会失败的问题。


    IP属地:广东9楼2024-12-02 12:54
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      【杰米】
      Adjustment Summary调整汇总
      Jamie will now regain some Drive whenever he performs a technique that increases his drink level even when he's not at drink level 4.杰米现在将重新获得一些斗气每当他进行一项能够增加酒层数的技能,即使他不在四酒.
      This will make it easier for him to fight at the beginning of a round while also letting him manage his Drive gauge.这会让他更容易在一轮开始的时候战斗,同时也让他管理自己的斗气槽. We felt that instead of the drawback of stopping your offensive to raise Jamie's drink level, we wanted to allow him to express his strengths and make it easier for players to experience that.我们认为,与其让你中断进攻来提高Jamie的酒层数,我们更希望能够让他展现自己的优势,并让玩家更容易体验到这一点。
      Another improvement Jamie receives is that the 2nd hit of his Jumping Heavy Kick will now knock down even on a normal hit, giving you a guaranteed return when chasing down an opponent. Jamie获得的另一个改进是,他的跳重踢(Jumping Heavy Kick)的第二次击打现在即使在普通击中时也会将对手击倒,这样在追击对手时,你可以确保得到一个回报。
      Increasing Drink level增加酒层数
      Adjustment调整
      Drive Gauge increases even when under drink level 4.斗气槽即使在四酒以下也会增加 . The amount of Drive replenished depends on the technique. 斗气的补给量取决于技术。
      ==================================
      Critical Art Cutscene CA Cutscene
      Adjustment调整
      Extended the input buffer time when time is stopped.时间停止时延长了输入缓冲时间。
      ==================================
      Standing Heavy Kick站立重脚
      Adjustment调整
      Reduced the hurtbox on the front legs during the attack's start up.在攻击起始阶段,减少了前腿的受伤判定框(hurtbox)。
      ==================================
      Crouching Heavy Kick蹲重踢
      Universal Adjustment普遍调整
      Reduced the pushback on block when only the 2nd attack is blocked.当只格挡第二段攻击时,减少了被防的击退
      ==================================
      Jumping Heavy Kick跳跃重踢
      Adjustment调整
      Changed to a blowback knockdown on normal hit on a mid-air opponent.对空中敌人进行普通击中时,改变为blowback knockdown效果。
      Ransui Haze (Fastest transition)乱醉旋(最快转换)
      ==================================
      (→+Heavy Kick > ←Heavy Kick > P)(→+重脚> ←重脚> p)
      Adjustment调整
      Increased the distance moved forward before the attack startup.增加了攻击开始前向前移动的距离。
      Overdrive Freeflow Strikes OD流醉拳
      ==================================
      (↓↘→+Two Punches)(↓↘→+两个拳)
      Adjustment调整
      Increased blowback time when the first attack at Drink level 4 hits a mid-air opponent.当4酒时,第一次攻击击中空中敌人时,增加了击退时间。 This adjustment was made to mitigate instances where the Super Art 3/Critical Art cancel would not combo.这一调整是为了减少超级必杀技3/CA取消无法连击的情况。
      ==================================
      Medium Bakkai中爆回
      (↓↘→+Medium Kick)(↓↘→+中脚)
      Adjustment调整
      Expanded the hitbox on the 4th attack that only appears during a combo upwards.扩大了受击框仅在向上连击时出现的第4次攻击。 This adjustment was made to mitigate instances where the attack would miss during a mid-air hit.这一调整是为了减少攻击在空中击中时miss的情况。
      ==================================
      Super Art 3/Critical Art Getsuga Saiho超级必杀技3/CA月牙叉炮
      (↓↘→↓↘→+P)(↓↘→↓↘→ + p)
      Adjustment调整
      Expanded the hitbox on the 1st attack that only appears during a combo upwards.扩大了只在连击中向上出现的第一次攻击的攻击判定框(hitbox)。


      IP属地:广东10楼2024-12-02 12:54
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        【曼侬】
        Adjustment Summary调整汇总
        For Manon we took a look at how much Super Art and Drive gauge she gains from her attacks, as well doing some minute tuning.对于曼侬,我们查看了她从攻击中获得了多少超级必杀技和斗气槽,并进行了一些微调。
        Now, Manège Doré (→↘↓↙←+Punch) and Renversé (↓↘→+Punch) will gain more Super Art gauge according to her medal level.现在,金色圆周转(→↘↓↙←+拳)和芭蕾回旋(↓↘→+拳)将根据她的奖牌级别获得更多超级必杀技槽。 She also gains more Drive gauge for her mid-range attack Heavy Dégagé (↓↙←+Heavy Kick) and the close range À Terre (Medium Punch > Medium Kick), which will allow her to gain resources more easily.她的中距离攻击重代噶热动作(↓↙←+重脚)和近距离的地面动作(中拳 > 中脚)现在也会为她提供更多的斗气槽(Drive gauge),这将使她更容易积累资源。
        Grand Fouetté (Kick during Renversé)32圈挥鞭转(在芭蕾回旋期间踢)
        This has been adjusted to take care of situations where Medium Dégagé would not reach when this attack hit from a specific range.这已经过调整,以应对当这种攻击从特定范围内击中时,中代噶热动作无法到达的情况。
        ==================================
        Dynamic Controls动态控制
        Bug Fix错误修复
        Fixed an issue where Dégagé could not be performed during Burnout by pressing ←+EX Button when using Dynamic controls.修复了在使用动态控件时按←+EX按钮在枯竭期间无法执行代噶热动作的问题。
        ==================================
        Standing Heavy Kick站立重脚
        Adjustment调整
        Changed recovery on hit from -2 to +1 frames.将命中恢复从-2帧更改为+1帧。
        Note: Recovery on Punish Counter has not been changed.注意:确反康上的恢复未更改。
        ==================================
        À Terre地面动作
        (Medium Punch > Medium Kick)(中拳>中脚)
        Adjustment调整
        Drive Gauge increase on the 2nd attack changed from 1000 to 2500.斗气槽第二次攻击的增加从1000变为2500。
        ==================================
        Manège Doré (Normal/Overdrive)金色圆周转(正常/OD)
        (→↘↓↙←+P)(→↘↓↙←+P)
        Adjustment调整
        Super Art gauge increase on hit now changes depending on medal level.超级必杀技槽命中率的增加现在会根据奖牌级别而变化。
        Level 1 - 2: 3000 (no change)1-2级:3000(无变化)
        Level 3 - 4: 4000 3-4级:4000
        Level 5: 5000第五级:5000
        ==================================
        Heavy Dégagé重型代噶热动作
        (↓↙←+Heavy Kick)(↓↙←+重脚)
        Adjustment调整
        Drive Gauge increase changed from 2000 to 3000.斗气槽从2000增加到3000。
        ==================================
        Renversé (Normal/Overdrive)芭蕾回旋(正常/OD)
        (↓↘→+P)(↓↘→+ p)
        Adjustment调整
        Super Art gauge increase on hit now changes depending on medal level.超级必杀技槽命中率的增加现在会根据奖牌级别而变化。
        Level 1 - 2: 2150 (no change)1-2级:2150(无变化)
        Level 3 - 4: 3150 3-4级:3150
        Level 5: 4150第五级:4150
        ==================================
        Renversé Feint (Normal/Overdrive)芭蕾回旋假(正常/OD)
        (↓↘→+P (hold))(↓↘→+P (hold))
        Adjustment调整
        Recovery on feint for all versions of the attack reduced by 2 frames.所有攻击版本的佯攻恢复减少2帧。
        ==================================
        Grand Fouetté (Normal)32圈挥鞭转(正常)
        (↓↘→+P > K)(↓↘→+P>K)
        Adjustment调整
        Blowback distance on hit reduced.击中时的回退距离缩短。


        IP属地:广东15楼2024-12-02 13:04
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          【金伯利】
          Adjustment Summary调整汇总
          Kimberly is a character that is supposed to specialize in offense, but she has only a few reliable moves to help her in the neutral, which makes it difficult for her to create opportunities for herself.金伯利是一个角色,应该专门从事进攻,但她只有几个可靠的动作来帮助她完成立回,这让她很难为自己创造机会。 Due to this we've made adjustments to help her out.因此,我们做出了调整来帮助她。
          Water Slicer Slide (↘+Medium Kick)水漂腿(↘+ 中脚)
          This attack was designed to nip at the opponent's feet, but even when it landed it often left Kimberly in a disadvantageous situation, making it difficult to incorporate into anyone's gameplan.这种攻击旨在夹击对手的脚,但即使它落地,也往往处于不利地位,使其难以纳入任何人的游戏计划。 To help this attack out we've made her recovery during active frames 1-4 fixed so that as long as it hits Kimberly will be at an advantage.为了帮助这种攻击,我们在活动帧1-4期间修复了她的恢复,这样只要它击中金伯利就会处于优势地位。
          Hisen Kick (→+Heavy Kick)飞箭踢(→+重脚)
          This technique was slow and didn't have great hitboxes, making it easy to deal with, so we've improved its hitbox to make it more usable in a fight.这项技术很慢,没有很好的命中率,很容易处理,所以我们改进了它的受击框,使其在战斗中更有用。 In addition to its better reach, it'll also lose less to low profile attacks like Crouching Medium Punch.除了更好的覆盖范围外,它还将更少地受到像蹲中拳这样的低调攻击。 Finally, Kimberly will now gain a lot of Drive from this attack, giving her an effective tool to replenish the Drive gauge.最后,金伯利现在将从这次攻击中获得很多斗气,给她一个有效的工具来补充斗气槽。
          Standing Heavy Punch站重拳
          This attack was designed to give a big payoff if you landed a good hit on the opponent, but we adjusted its range to make it easier to use as the starting point of Kimberly's offense.这种攻击的目的是,如果你成功击中对手,就会获得巨大的回报,但我们调整了它的射程,使其更容易作为金伯利进攻的起点。 It's now something you can realistically use to force your opponent to block, and combined with the adjustments to Arc Step, Kimberly now has some great attacks to launch from.现在,你可以实际地使用它来迫使对手达到格挡,再加上对弧空的调整,金伯利现在有一些很棒的攻击可以发动。
          In order to balance the move and not make it too powerful, the low position hurtbox has not been changed.为了动作的平衡性,不要让它太强大,低位hurtbox没有改变。
          Normal/Overdrive Arc Step (Automatically activates after getting close with Sprint)正常/OD弧空(接近疾行后自动激活)
          The startup for this technique is now faster, and it can now be used in more combos that are difficult to shut down with normal attacks.这种技术的启动速度现在更快,现在可以用于更多难以通过正常攻击关闭的组合。
          ==================================
          Crouching Light Punch蹲轻拳
          Adjustment调整
          Changed recovery on block from -2 to -1 frame.将格挡上的恢复从-2帧更改为-1帧。
          ==================================
          Crouching Light Kick蹲下轻脚
          Adjustment调整
          Changed recovery on hit from +2 to +4 frames.将命中恢复从+2帧更改为+4帧。
          ==================================
          Standing Heavy Punch站重拳
          Adjustment调整
          1. 1. Increased the distance moved forward before the attack startup.增加了攻击开始前向前移动的距离。
          2. 2. Reduced the attack hitbox on the edge of the attack, and made the bottom part less effective.减少了攻击边缘的攻击受击框,并降低了底部的攻击效果。
          The second adjustment has been made in accordance with the first adjustment, so that low-profile attacks still have the same effective reach against this attack as before.第二次调整是根据第一次调整进行的,这样低调的攻击仍然可以像以前一样有效地对抗这种攻击。
          ==================================
          Standing Heavy Kick站立重脚
          Adjustment调整
          Adjusted the standby block hitbox as it was shorter than the attack hitbox.调整了待机格挡受击框,因为它比攻击受击框短。
          ==================================
          Water Slicer Slide水漂腿
          (↘+Medium Kick)(↘+中脚)
          Adjustment调整
          1. 1. Adjusted so that if the attack hits the opponent between active frames 1-4, the advantage on hit will always be +1 and on block will always be -5 frames.调整后,如果攻击在活动帧1-4之间击中对手,则命中优势将始终为+1,在格挡上的优势将始终是-5帧。
          2. 2. Changed so that the attack now results in a knockdown if it hits as a Punish Counter between active frames 1-4.更改后,如果攻击在活动帧1-4之间以确反康的形式击中,则现在会导致击倒。
          Hisen Kick飞箭踢
          ==================================
          (→+Heavy Kick)(→+重脚)
          Adjustment调整
          1. 1. Expanded the attack hitbox forward during active frames 1-2.在活动帧1-2期间向前扩展攻击受击框。
          2. 2. Reduced the hurtbox on the feet.减少了脚上的受击框。
          3. 3. Changed Drive Gauge increase from 1200 to 3000.将斗气槽从1200增加到3000。
          4. 4. On hit players can now input buffer 13 frames before recovery ends.击中时玩家现在可以在恢复结束前输入缓冲区13帧。
          Kimberly's recovery greatly differs between hit and block for this move, so this adjustment is to correct the large difference in input timing.对于这次移动,金伯利的招式恢复在击中和格挡之间差异很大,因此这次调整是为了纠正输入时间的巨大差异。
          ==================================
          Elbow Drop肘落
          (↓+Medium Punch at the peak of a forward jump)(↓+中拳在前跳的峰值处)
          Adjustment调整
          Technique will now be performed at a certain elevation when the input is performed early during the upward arc of a jump before the technique can come out.现在,在技术出现之前,在跳跃向上弧线的早期进行输入时,技术将在一定高度进行。
          ==================================
          Overdrive Torso Cleaver OD体砍
          (↓↘→+Two Kicks > Light Kick)(↓↘→+两次踢腿>轻脚)
          Adjustment调整
          Expanded the attack hitbox that appears only during a combo upwards.扩展了仅在组合向上时出现的攻击受击框。
          ==================================
          Arc Step (Normal/Overdrive)弧空(正常/OD)
          (Automatically activates after getting close with Sprint)(接近疾行后自动激活)
          Adjustment调整
          1. 1. Changed attack startup from 8 to 6 frames.将攻击启动从8帧更改为6帧。
          This is to coincide with the overall technique being shortened by 2 frames.这与整体技术缩短2帧相吻合。
          2. 2. Fixed an issue where the timing for the Punish Counter hurtbox to come out was at the end of the 2nd attack's active frames.修复了确反康hurtbox出现的时间在第二次攻击活动帧结束时的问题。 It now comes out at the end of the 1st attack's active frames.它现在出现在第一次攻击的活动帧结束时。
          ==================================
          Bushin Hojin Kick (Normal/Overdrive)武神矛刃腿(正常/OD)
          (Kick during Arc Step)(在弧空期间踢球)
          Adjustment调整
          Normal version普通版本
          1. 1. Knockdown time on a mid-air hit increased by 1 frame.空中打击的击倒时间增加了1帧。
          This adjustment was made in order to prevent large changes stemming from the Arc Step adjustment.进行此调整是为了防止因弧空调整而产生的大变化。
          Overdrive version OD版本
          1. 1. Blowback distance on the 1st attack reduced when it hits on the ground.当第一次攻击击中地面时,反击距离会缩短。
          2. 2. Blowback distance on the 1st attack increased when it hits a mid-air opponent.当第一次攻击击中空中对手时,反击距离增加。
          3. 3. Blowback distance on the 2nd attack increased when it hits a mid-air opponent.当第二次攻击击中空中对手时,反击距离增加。
          These adjustments were made in order to prevent large changes stemming from the Arc Step adjustment.作出这些调整是为了防止弧空调整带来的巨大变化。
          ==================================
          Light Vagabond Edge灯光流转一文字
          (↓↘→+Light Punch)(↓↘→+轻拳)
          Adjustment调整
          1. 1. Changed recovery on block from -5 to -4 frames.将格挡上的恢复从-5帧更改为-4帧。
          2. 2. Pushback on hit reduced.后退命中率降低。
          3. 3. Changed the knockback that occurs when the attack hits on the 3rd active frame.更改了攻击击中第三个活动帧时发生的反击。
          This adjustment was made to make it easier to determine whether or not a follow-up attack is possible.做出这一调整是为了更容易确定是否可能发生后续攻击。
          ==================================
          Super Art 2 Soaring Bushin Scramble超级必杀技2空中武神天翔亢龙
          (↓↙←↓↙←+P during a forward jump)(↓↙←↓↙←+P在前跳期间)
          Adjustment调整
          Startup for the aerial version made faster only when canceling from an Overdrive attack.只有在从OD攻击中取消时,空中版本的启动速度才会更快。


          IP属地:广东16楼2024-12-02 13:10
          回复
            【玛丽莎】
            Adjustment Summary调整汇总
            For Marisa we made adjustments so that her heavy attacks, and the chargeable aspect of them, are easier to use.我们对Marisa进行了调整,使她的重攻击以及可充能的部分更加容易使用。 We've reduced the necessary charge time and improved the charged attacks' abilities across the board to give her a stronger offense.我们减少了所需的蓄力时间,并全面提高了蓄力攻击的能力,使她能够发起更强的进攻。
            Falx Crusher (→+Heavy Kick)方阵摧毁(→+重脚)
            The required charge time for this attack hasn't changed, but we have increased the forward distance moved during the charged attack, which should make it easier to use.此攻击所需的蓄力时间没有改变,但我们增加了蓄力攻击期间移动的前进距离,这应该更容易使用。 After it's blocked, the distance between Marisa and the opponent has been shortened, giving you the ability to continue laying on the offensive pressure.在格挡之后,玛丽莎和对手之间的距离缩短了,使你能够继续施加进攻压力。
            Crouching Heavy Punch蹲重拳
            We've expanded the hitbox on the charged version, and the throw hurtbox before the attack no longer expands forward, making this a good strike option when trying to bait a throw escape attempt from the opponent.我们在带电版本上扩展了受击框,攻击前的投掷hurtbox不再向前扩展,这使得在试图引诱对手拆投次尝试时,这是一个很好的攻击选择。 In addition, we've increased the float on Punish Counter to increase its payoff.此外,我们增加了确反康的浮动,以增加其回报。
            Malleus Breaker (↘+Heavy Punch > ↘+Heavy Punch)重锤连打(↘+ 重拳↘+ 重拳)
            In order to give this attack more flexibility we've changed the hit effect for the 2nd attack to a knockdown instead of leaving the opponent crouching.为了使这次攻击更具灵活性,我们将第二次攻击的命中效果改为击倒,而不是让对手蹲着。 This will allow players to go on the offensive during an opponent's wake-up without the need for a Drive Rush.这将允许玩家在对手醒来时继续进攻,而不需要绿冲。
            Phalanx (→↓↘+Punch)方阵战型(→↓↘+ 拳)
            We've made this attack easier to use by mitigating the risk when its avoided.我们通过在避免风险时降低风险,使这种攻击更容易使用。 By expanding the attack hitbox and increasing the active frames on the attack, it should increase its range and make it more difficult to be hit out of.通过扩大攻击受击框并增加攻击的活动帧,它应该会增加其射程,使其更难被击中。
            ==================================
            Jump Cancel Action跳转取消操作
            Bug Fix错误修复
            The hurtbox on the head was unintentionally small so it has been fixed to match the hurtbox when standing.头部的hurtbox无意中变小了,所以它被固定在站立时与hurtbox相匹配。
            ==================================
            Marisa Style玛丽莎风格
            Adjustment调整
            The successful charge time for standing heavy punch, standing heavy kick, crouching heavy kick, and Malleus Breaker (↘+Heavy Punch) is now 3 frames faster.站重拳、站立重脚、蹲下重脚和重锤连打的成功蓄力时间(↘+重拳)现在快了3帧。
            ==================================
            Standing Heavy Punch (Normal/Hold)站重拳(正常/按住)
            Adjustment调整
            1. 1. Attack hitbox expanded forward.攻击受击框向前扩展。
            2. 2. The attack hitbox on active frame 1 expanded downward so that it matches the same position as the hitbox on active frame 2.活动帧1上的攻击受击框向下扩展,使其与活动帧2上的受击框位置相同。
            3. 3. Reduced the horizontal blowback on the charged version when it hits a mid-air opponent.减少了蓄力版本在击中空中对手时的水平反冲。
            ==================================
            Crouching Heavy Punch蹲重拳
            Adjustment调整
            1. 1. Increased the launch when the attack hits for a Punish Counter on the ground.当攻击击中地面确反康时,增加发射。
            2. 2. Input buffer can now be performed 9 frames before recovery ends.现在可以在恢复结束前9帧执行输入缓冲。
            ==================================
            Crouching Heavy Punch (Hold)蹲重拳(按住)
            Adjustment调整
            1. 1. Expanded the attack hitbox forward during active frame 2.在活动帧2期间向前扩展攻击受击框。
            2. 2. Updated so the throw hurtbox before the attack startup doesn't appear in front.更新后,攻击启动前的throw hurtbox不会出现在前面。
            3. 3. Increased the launch when the attack hits for a Punish Counter on the ground.当攻击击中地面上的确反康时,增加发射。
            4. 4. Input buffer can now be performed 9 frames before recovery ends.现在可以在恢复结束前9帧执行输入缓冲。
            ==================================
            Crouching Heavy Kick (Normal/Hold)下重脚(正常/按住)
            Adjustment调整
            1. 1. Expanded the attack hitbox that only appears during a combo upward.扩展了仅在向上组合时出现的攻击受击框。
            2. 2. Expanded the standby idle block hitbox while charging this technique to match the length of the successful charge hitbox.在充电时扩展待机空闲格挡受击框,以匹配成功充电的长度受击框。
            ==================================
            Heavy Two Hitter重双连
            (Heavy Punch > Heavy Punch)(重拳>重拳)
            Adjustment调整
            Increased the combo count upper limit on the 2nd attack.增加了第二次攻击的组合计数上限。
            ==================================
            Malleus Breaker重锤连打
            (↘+Heavy Punch > ↘+Heavy Punch)(↘+ 重拳↘+ 重拳)
            Adjustment调整
            1. 1. Changed the hit effect on the 2nd attack to a knockdown.将第二次攻击的命中效果更改为击倒。
            2. 2. Increased knockdown time on the 2nd attack by 10 frames.第二次攻击的击倒时间增加了10帧。
            ==================================
            Falx Crusher (Hold)
            (→+Heavy Kick)(→+重脚)
            Adjustment调整
            1. 1. Increased the distance moved forward before the attack startup.增加了攻击开始前向前移动的距离。
            2. 2. Pushback on block decreased.格挡上的后退有所下降。
            ==================================
            Gladius (Hold)
            (↓↘→+P (hold))(↓↘→+P (按住))
            Adjustment调整
            Expanded the follow-up attack hitbox upwards when hitting a mid-air opppnent.当击中空中目标时,向上扩大后续攻击受击框。
            ==================================
            Phalanx (Normal/Overdrive)方阵战型(正常/OD)
            (→↓↘+P)(→↓↘+ p)
            Adjustment调整
            1. 1. Changed active frames from 3 to 6 frames.将活动帧从3帧更改为6帧。
            2. 2. Extended the mid-air hitbox after the attack by 1 frame.攻击后将空中受击框延长1帧。
            3. 3. Expanded the attack hitbox forward.将攻击向前扩展受击框。
            4. 4. Changed Drive Gauge increase of the normal version from 2000 to 3000.将正常版本的斗气槽增加从2000更改为3000。
            ==================================
            Scutum (Normal/Overdrive)罗马塔盾(正常/OD)
            (↓↙←+ Kick)(↓↙←+ 踢)
            Adjustment调整
            Expanded the super armor counter attack hitbox downwards.向下扩展霸体(?)打康攻击受击框。
            This is to fix an issue with the counter attack not hitting against certain low profile moves.这是为了解决打康攻击没有击中某些低姿态动作的问题。


            IP属地:广东17楼2024-12-02 13:21
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              【莉莉】Adjustment Summary调整汇总
              The main focus of Lily's updates was to expand on her combo routes.莉莉更新的主要重点是扩展她的组合路线。 Now, if you can choose the correct attacks when landing a strike, your damage or follow-up options after the combo should improve.现在,如果你能在发动攻击时选择正确的攻击,那么你的伤害或组合后的后续选项应该会提高。
              Crouching Light Punch蹲轻拳
              We've adjusted the advantage on hit for this attack, and from Drive Rush or on counterhit the number of attacks that can combo from it have increased.我们已经调整了这次攻击的优势击中,从绿冲或反击开始,可以从中组合的攻击数量增加了。 For Modern control players, you can link from this attack into Assisted Combo 3 by using Drive Rush, so now even a counterattack with light attack can lead to good damage.对于现代模式玩家,您可以使用绿冲将此攻击链接到辅助连招3,因此现在即使是轻微攻击的反击也可以造成良好的伤害。
              Desert Storm (→+Heavy Punch > Heavy Punch > Heavy Punch)沙漠风暴(→+重拳>重拳>重拳)
              We've made this easier to use in mid-air combos.我们已经使它更容易在空中组合中使用。 In particular when Drive Impact lands for a punish counter, your follow-up attack options are much better.特别是当斗气迸放着陆确反康时,你的后续攻击选择要好得多。 You can now choose to deal damage while building your Wind stock, or you can forget about the Wind stock and forgo the follow-up inputs to plot out your wake-up game.现在,您可以选择在构建Wind库存的同时造成伤害,也可以忘记Wind库存,放弃后续输入来规划您的唤醒游戏。
              Normal/Windclad Tomahawk Buster (→↓↘+P)普通/风绕战斧灭(→↓↘+P
              By having only the 2nd hit of the attack hit a standing opponent, in the middle of the stage you can follow-up with Crouching Heavy Kick or Super Art 1, while in the corner you can go for another Tomahawk Buster, etc. You'll need to confirm the situation first, but even if you have limited Wind stock you can still extend your combos.通过只让进攻的第二支安打打打在站立的对手身上,在舞台中间,你可以用卧倒重脚或超级必杀技1进行跟进,而在角落里,你可以再打一个战斧灭,等等。你需要先确认情况,但即使你的Wind库存有限,你仍然可以延长你的组合。
              Crouching Light Punch蹲轻拳
              Adjustment调整
              1. 1. Changed advantage on hit from +5 to +6 frames.命中优势从+5变为+6帧。
              2. 2. Changed the cancel to Drive Rush timing from frames 6-8 to frames 7-8.将取消时间从第6-8帧更改为第7-8帧。
              ==================================
              Desert Storm沙漠风暴
              (→+Heavy Punch > Heavy Punch > Heavy Punch)(→+重拳>重拳>重拳)
              Adjustment调整
              1. 1. Changed the advantage on hit for the 1st attack from +1 to +2.将第一次攻击的优势击中从+1改为+2。
              2. 2. Increased the hitback on the 1st attack.增加了第一次进攻的反击。
              3. 3. Changed the Drive Gauge increase on the 1st attack from 2000 to 3000.将第一次攻击的斗气槽增加从2000改为3000。
              4. 4. Increased the combo count upper limit for the 1st and 2nd attacks.增加了第一次和第二次攻击的组合计数上限。
              5. 5. Expanded the attack hitbox of the 2nd attack upwards and sideways.向上和侧向扩大第二次攻击的攻击受击框。
              6. 6. Changed the damage of the final attack from 500 to 800.最终一个攻击的攻击力由500变为800。
              7. 7. Expanded the attack hitbox of the final attack sideways.横向扩大了最后一次进攻的攻击受击框。
              ==================================
              Windclad Tomahawk Buster (Normal)风包战斧灭(普通)
              (→↓↘+P)(→↓↘+ p)
              Adjustment调整
              Increased the blowback of the 2nd attack when it hits on the ground.当第二次攻击击中地面时,增加了反击。
              ==================================
              Light Windclad Tomahawk Buster轻型风包战斧灭
              (→↓↘+Light Punch)(→↓↘+轻拳)
              Adjustment调整
              Decreased the horizontal blowback of the 2nd attack when it hits on the ground.减少了第二次攻击击中地面时的水平反击。


              IP属地:广东18楼2024-12-02 13:28
              收起回复
                【JP】
                Adjustment Summary调整汇总
                For JP we've only made adjustments to his basic abilities, so his changes this time center around his Super Arts.对于JP,我们只对他的基本能力进行了调整,所以他这次的变化主要围绕他的超级必杀技。
                Super Art 2 - Lovushka (↓↙←↓↙←+Punch)超级必杀技2 -陷阱(↓↙←↓↙←+拳)
                We've adjusted this technique so that the projectiles will remain when a normal throw hits for a punish counter.我们调整了这项技术,这样当普通投掷确反康时,飞行道具将保持不变。 This means activating it in close quarters will allow JP to apply much more pressure.这意味着在近距离内激活它将允许JP施加更大的压力。
                Super Art 3/Critical Art - Interdiction (↓↘→↓↘→+K)超级必杀技3/CA-禁止(↓↘→↓↘→+K)
                We've updated this technique so that when Triglav hits an opponent high into the air, it's easier to combo into this Super Art.我们更新了这项技术,这样当三头神特里格拉夫击中对手高高的空中时,更容易组合成超级必杀技。
                Standing Medium Punch站中拳
                Adjustment调整
                Changed the Drive Gauge increase from 2000 to 3000.改了,斗气槽从2000增加到3000。
                ==================================
                Overdrive Torbalan OD怪物托尔巴兰
                (↓↘→+Two Kicks)(↓↘→+Two Kicks)
                Bug Fix错误修复
                Fixed an issue where the projectile's attack motion and the number of times it hit the opponent would not match when clashing with a single-hit Overdrive attack.修复了飞行道具的攻击动作和击中对手的次数在与单次命中OD攻击冲突时不匹配的问题。
                *The projectile will now disappear after one hit.*飞行道具现在将在一次点击后消失。
                ==================================
                Super Art 2 Lovushka超级必杀技2陷阱
                (↓↙←↓↙←+P)
                Adjustment调整
                Projectiles will now continue to remain on the screen if they are on the screen when a normal throw hits for a Punish Counter.当普通投掷确反康时,如果它们在屏幕上,飞行道具现在将继续留在屏幕上。
                ==================================
                Super Art 3/Critical Art Interdiction超级必杀技3/CA禁止
                (↓↘→↓↘→+ Kick)(↓↘→↓↘→+ Kick)
                Adjustment调整
                Expanded the attack hitbox that only appears during a combo upward.扩展了仅在向上组合时出现的攻击受击框。


                IP属地:广东20楼2024-12-02 13:31
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                  【朱莉】
                  Adjustment Summary调整汇总
                  We've made adjustments to Juri so in specific situations she'll have more combo routes, and some of her heavy attacks will give her back more Drive meter.我们已经对蛛俐进行了调整,因此在特定情况下,她将有更多的组合路线,她的一些猛烈攻击将使她返回更多的斗气。
                  Crouching Heavy Punch蹲重拳
                  The hit effect when this attack lands for a punish counter on a mid-air opponent has changed.当这次攻击落在空中的对手身上时,确反康的命中效果发生了变化。 It is primarily a counter attack against invincible attacks, but we wanted to give it different merits, so you can now dish out damage and gain up to 2 Fuha stocks while closing the distance, or go for a combo when scoring a punish counter on a standing opponent for varied results.它主要是用来反击无敌技,但我们希望赋予它更多的优点。现在,你可以在拉近距离的同时造成伤害,并获得最多2个风槽(Fuha stock),或者在对站立敌人进行惩罚反击(punish counter)时,选择进行连击,从而获得不同的效果。
                  Heavy Fuhajin (↓↙←+Heavy Kick)重型风破刃(↓↙←+ HK)
                  We made this attack easier to combo into from Crouching Heavy Punch when that attack hits a mid-air opponent for a punish counter.当攻击击中空中对手一个确反康时,我们使这种攻击更容易从蹲重拳组合起来。
                  Standing Heavy Kick站立重脚
                  Adjustment调整
                  Changed the Drive Gauge increase to the following.将斗气槽的增加更改为以下内容。
                  Normal version: From 3000 to 4000普通版本:从3000到4000
                  Chain combo version: From 750 to 1000链式组合版本:从750到1000
                  ==================================
                  Crouching Heavy Punch蹲重拳
                  Adjustment调整
                  Changed the hit effect on mid-air Punish Counter to a spinning knockdown.将空中确反康的命中效果更改为旋转击倒。
                  ==================================
                  Korenzan钩镰斩
                  (←+Heavy Kick)(←+重脚)
                  Adjustment调整
                  Changed the Drive Gauge increase to the following.
                  Normal version: From 1500 (750*2) to 3500 (1500+2000)普通版本:从1500(750*2)到3500(1500+2000)
                  Chain combo version: From 374 (187*2) to 875 (375+500)链式组合版本:从374(187*2)到875(375+500)
                  ==================================
                  Heavy Fuhajin重型风破刃
                  (↓↙←+Heavy Kick)(↓↙←+重脚)
                  Adjustment调整
                  Changed the attack active frames from 4 to 5 frames.将攻击活动帧从4帧更改为5帧。


                  IP属地:广东21楼2024-12-02 13:37
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                    【DJ】
                    Adjustment Summary调整汇总
                    For Dee Jay we primarily looked at revamping the anti-air capabilities of Medium and Heavy Jackknife Maximum, as well as re-adjusting Waning Moon's follow-up abilities.对于DJ,我们主要着眼于改进中型和重型屈体极点踢的防空能力,以及重新调整残月的后续能力。
                    Medium/Heavy Jackknife Maximum (Charge↓, then↑+Medium Kick or Heavy Kick)中等/重度屈体极点踢(蓄力↓,然后↑+中脚或重脚)
                    Previously we adjusted the range of the 1st attack to reduce guaranteed counterattacks on the ground, but as an anti-air attack it became less reliable than expected.以前我们调整了第一次攻击的范围,以减少地面上的保证反击,但作为一次防空攻击,它的可靠性比预期的要低。 To improve that aspect we've extended the active frames of the attack and expanded the attack hitbox that only applies to mid-air opponents.为了改善这一方面,我们扩展了攻击的主动帧,并扩展了仅适用于空中对手的攻击受击框。 Against jumps, if you perform the attack a little early, you'll now see less cases of the first attack missing.对于跳跃,如果你早点进行攻击,你现在会看到第一次攻击丢失的情况更少。
                    Normal/Overdrive Waning Moon (↓↙←+Kick or 2 Kicks > Medium Kick)普通/OD残月(↓↙←+踢或两踢>中脚)
                    In the last balance adjustment we added the option of a follow-up attack on hit depending on the situation, but the options Dee Jay had in terms of move selection and range were too strict, so we've looked to relax those conditions.在上次平衡调整中,我们根据情况增加了后续攻击的选项击中,但DJ在移动选择和范围方面的选项过于严格,所以我们希望放宽这些条件。 When landing the normal version as a punish counter, attacks like Heavy Jackknife Maximum are easier to land, and for the Overdrive version on hit, Quick Rolling Sobat and Double Rolling Sobat will now connect.当将普通版本作为确反康击中时,像Heavy屈体极点踢这样的攻击更容易击中,对于OD版本击中,快速翻身后旋踢和双翻后旋踢现在将连接。
                    Funky Dance Feint (Medium Punch > Medium Punch > ←+Heavy Punch)放克舞·假动作(中拳>中拳> ←+重拳)
                    We made it more difficult for opponents to respond by making it easier for Dee Jay to snap back with feint techniques.我们通过让DJ更容易用佯攻技术反击,使对手更难做出回应。 Invincible Overdrive attacks are no longer guaranteed hits, and it's now harder for normal attacks to interrupt this attack.无敌的OD攻击不再保证命中,现在普通攻击更难中断这次攻击。
                    Knee Shot飞膝撞
                    (↓+Light Kick during a forward jump)(↓+轻脚在前跳期间)
                    Adjustment调整
                    Changed the Drive Gauge increase from 500 to 2000.改了,斗气槽从500增加到2000。
                    ==================================
                    Funky Dance Feint放克舞·假动作
                    (Medium Punch > Medium Punch > ←+Heavy Punch)(中拳>中拳> ←+重拳)
                    Adjustment调整
                    Changed the overall frames of the technique from 23 to 22 frames.将该技术的整体帧数从23帧改为22帧。
                    ==================================
                    Medium Jackknife Maximum中等屈体极点踢
                    (Charge ↓, then ↑+Medium Kick)(蓄力↓,然后↑+中脚)
                    Adjustment调整
                    Changed the 1st attack's active frames from 3 to 4 frames.将第一次攻击的活动帧从3帧更改为4帧。
                    ==================================
                    Heavy Jackknife Maximum重型屈体极点踢
                    (Charge ↓, then ↑+Heavy Kick)
                    Adjustment调整
                    1. 1. Changed the 1st attack's active frames from 4 to 5 frames.将第一次攻击的活动帧从4帧更改为5帧。
                    2. 2. Expanded the attack hitbox that can only hit a mid-air opponent upward.扩大了只能向上击中空中对手的攻击受击框。
                    ==================================
                    Waning Moon (Normal)残月(正常)
                    (↓↙←+K > Medium Kick)(↓↙←+K>中脚)
                    Adjustment调整
                    Increased the blowback on Punish Counter.增加了确反康的反冲。
                    ==================================
                    Overdrive Waning Moon OD残月
                    (↓↙←+Two Kicks > Medium Kick)(↓↙←+两次踢腿>中脚)
                    Adjustment调整
                    Decreased the combo count additional value减少组合计数附加值。


                    IP属地:广东22楼2024-12-02 13:43
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                      【嘉米】
                      Adjustment Summary调整汇总
                      For Cammy we've looked at the attacks that start off her combos or offensive flow, as well as her offensive Overdrive attacks.对于嘉米,我们研究了从她的连发或进攻流开始的攻击,以及她的进攻性OD攻击。 We looked at making adjustments to reduce situations where even if you're at a disadvantage, you can switch sides with your opponent with the correct reads.我们考虑了做出调整,以减少即使你处于劣势,你也可以通过正确的阅读与对手交换立场的情况。
                      Crouching Medium Punch蹲中拳
                      This attack has fantastic range and startup, but adds lower risk to Cammy compared to other characters with similar moves, so we've increased its recovery and hurtbox.这种攻击具有出色的范围和启动能力,但与其他具有类似动作的角色相比,嘉米的风险较低,因此我们增加了它的恢复和hurtbox。
                      Overdrive Cannon Spike (→↓↘+Two Kicks)OD机枪神兵(→↓↘+KK)
                      This attack will no longer switch sides on hit.此攻击击中后将不再换边。 The heavy version featured the same properties as the Overdrive version when you held down the button, but compared to the heavy held version which is only used in limited situations, the quick startup on the Overdrive Cannon Spike meant that its value as a side switch tool was too high.当您按住按钮时,重型版本具有与OD版本相同的属性,但与仅在有限情况下使用的重型版本相比,OD机枪神兵的快速启动意味着它作为换边工具的价值太高。
                      Additionally, side switching with an invincible Overdrive attack made the fight less enjoyable for the opponent, and also had the additional disadvantage of being difficult to use for Cammy when she's chasing down the opponent, hence the change.此外,用无敌的OD攻击换边使对手的战斗不那么愉快,而且还有一个额外的缺点,即当她追赶对手时,嘉米很难使用,因此发生了变化。
                      Overdrive Cannon Strike (↓↙←+Two Kicks during a forward jump)OD机兵突击(↓↙←+前跳中的KK)
                      We've updated the advantage on this when it's performed once Cammy reaches a certain height and the attack lands on the 1st active frame.当嘉米达到一定高度并且攻击落在第一个活动帧上时,我们更新了这方面的优势。 On hit, the situation is now 50/50 and you're not guaranteed a follow-up attack unless Cannon Strike hits for a punish counter.击中,现在的情况是50/50,除非机兵突击击中确反康,否则你不能保证会受到后续攻击。 If you use this attack to avoid an opponent's regular throw you can still follow up with an attack, but Lift Uppercut (← +Medium Punch) no longer hits for a combo, making it more difficult to land this attack's side switch combo.如果你使用这种攻击来避免对手的常规投掷,你仍然可以继续进行攻击,但上袭勾拳(←+中拳)不再击中组合,这使得攻击的侧向切换组合更难落地。 Additionally, recovery on block has also changed, so Cammy is less likely to get hit by a guaranteed counterattack.此外,格挡的恢复也发生了变化,因此嘉米不太可能被有保证的反击击中。
                      Crouching Medium Punch蹲中拳
                      Universal Adjustment普遍调整
                      1. 1. Changed recovery when the attack misses from 14 to 17 frames.将攻击失误时的恢复从14帧更改为17帧。
                      2. 2. Expanded the hurtbox forward from frames 10 - 26 only when the attack misses.仅当进攻未命中时,才将hurtbox从第10-26帧向前扩展。
                      ==================================
                      Crouching Heavy Kick蹲重踢
                      Universal Adjustment普遍调整
                      Reduced pushback on block.在格挡上减少了后退。
                      ==================================
                      Overdrive Cannon Spike OD机枪神兵
                      (→↓↘+Two Kicks)(→↓↘+两踢)
                      Adjustment调整
                      1. 1. Updated behavior so Cammy does not switch sides with her opponent on hit.更新行为,使嘉米不会与对手击中分道扬镳。
                      2. 2. Active frames on the close range hitbox reduced by 1 frame.近距离受击框上的活动帧减少1帧。
                      3. 3. Added a hitbox that extends forward and downward only during a combo to the attack's 3rd and 4th active frames.在攻击的第3和第4个活动帧中添加了一个仅在组合期间向前和向下延伸的受击框。
                      4. 4. Changed damage distribution from 1500 (1100+100*4) to 1500 (600+100×3+600)将损伤分布从1500(1100+100*4)更改为1500(600+100×3+600)
                      ==================================
                      Cannon Strike (Normal)机兵突击(普通)
                      (↓↙←+K during a forward jump)(↓↙←+K在前跳期间)
                      Adjustment调整
                      Changed Drive Gauge increase from 1000 to 2500.将斗气槽从1000增加到2500。
                      ==================================
                      Overdrive Cannon Strike
                      (↓↙←+Two Kicks during a forward jump)(↓↙←+前跳中的两次踢腿)
                      Universal Adjustment普遍调整
                      When performing the attack during a jump's ascent, recovery has changed to the following only when the attack hits on the 1st active frame.在跳跃上升过程中执行攻击时,只有当攻击击中第一个活动帧时,恢复才会变为以下状态。
                      On hit: 0 ~ +2 frames to 0 frame advantage击中:0~+2帧到0帧的优势
                      On block: -2 ~ -4 frames to -2 frames在格挡上:-2~-4帧到-2帧
                      *Recovery will no longer change up to a certain height.*恢复不会再变化到一定的高度。
                      *If the attack hits on the 2nd frame or later, or if it's performed during the latter half of the jump, the frame difference will be the same as before.*如果攻击发生在第二帧或之后,或者在跳跃的后半段进行,帧差将与之前相同。
                      ==================================
                      Razor's Edge Slicer (Normal/Hold/Overdrive)下铲刀锋腿(普通/保持/OD)
                      (↓↘→+P or Two Punches > No Input)(↓↘→+P或PP>无输入)
                      Adjustment调整
                      Expanded the hurtbox on the body upward.将身体上的hurtbox向上展开。


                      IP属地:广东25楼2024-12-02 13:50
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                        【隆】
                        Adjustment Summary调整汇总
                        In order for Ryu to further differentiate himself from other similar characters, we've looked at improving his stability and his unique mid-range attacks.为了使隆进一步区别于其他类似的角色,我们研究了如何提高他的稳定性和他独特的中距离攻击。
                        Whirlwind Kick (→++Heavy Kick)旋风腿(→++重脚)
                        While this attack has fantastic range and is great for controlling space, after it hit it was difficult for Ryu to create any opportunities for himself, so it can now be canceled into a regular Aerial Tatsumaki Senpu-kyaku.虽然这次攻击具有出色的射程,非常适合控制空间,但在它击中后,隆很难为自己创造任何机会,因此现在可以将其取消为常规空中龙卷旋风腿。 When you land this combo, you'll be also to position yourself ina favorable spot, or alternatively, you can use it as a combo from an Overdrive High Blade Kick starter.当你获得这个组合时,你也会将自己定位在有利的位置,或者,你可以将其用作OD上段足刀踢首发的组合。
                        Heavy High Blade Kick (↓↘→+Heavy Kick)重型上段足刀踢(↓↘→+ 重脚)
                        This attack has some issues when used to control space due to its slow startup and disadvantage on block, so we've sped up the startup of the attack and reduced the overall frame count to help players use it in different situations.此攻击在用于控制空间时存在一些问题,因为它的启动速度慢,并且在格挡上存在缺点,因此我们加快了攻击的启动速度,并减少了总帧数,以帮助玩家在不同情况下使用它。
                        Crouching Medium Kick下中脚
                        We've sped up the cancel timing into special moves, making it easier to combo from.我们加快了特殊动作的取消时间,使组合更容易。 Even when hitting with the tip of the attack you can safely string into a Heavy Hadoken to force your opponent into a block string.即使在用攻击的尖端击球时,你也可以安全地穿上重型波动拳线,迫使对手穿上格挡线。 And for Light and Medium Hadokens, so long as you don't delay the cancel, an opponent's Drive Impact is no longer guaranteed to land, giving Ryu more stability over Ken and Akuma.对于轻度和中度波动拳,只要你不延迟取消,对手的斗气迸放就不再保证击中,从而使隆比肯和豪鬼更稳定。
                        Crouching Medium Kick蹲式中踢腿
                        Adjustment调整
                        Window to cancel into a special move is now 2 frames faster.取消特殊移动的窗口现在快了2帧。
                        ==================================
                        Axe Kick (← + Heavy Kick)踵落(← +重脚)
                        Adjustment调整
                        Changed Drive Gauge increase from 1500 to 3500 (1500+2000)将斗气槽从1500增加到3500(1500+2000)
                        ==================================
                        Whirlwind Kick (→+Heavy Kick)旋风腿(→+重脚)
                        Adjustment调整
                        1. 1. Can now be canceled into a normal Aerial Tatsumaki Senpu-kyaku.现在可以取消为普通空中龙卷旋风腿。
                        2. 2. Changed the landing state when landing from a canceled into Aerial Tatsumaki Senpu-kyaku from crouching to standing.将着陆时的着陆状态从取消更改为空中龙卷旋风腿从蹲着更改为站立。
                        3. 3. Increased combo count upper limit.增加组合计数上限。
                        ==================================
                        Boosted Overdrive Hadoken增强OD波动拳
                        (↓↘→+Two Punches)(↓↘→+两个拳)
                        Adjustment调整
                        Decreased combo count additional value during a mid-air hit.在空中打击时,组合计数减少会增加附加值。
                        ==================================
                        Heavy High Blade Kick重型上段足刀踢
                        (↓↘ → + Heavy Kick)(↓↘ → +重脚)
                        Adjustment调整
                        1. 1. Changed attack startup from 29 to 27 frames.将攻击启动从29帧更改为 27帧。
                        2. 2. Overall technique length changed from 53 to 50 frames.整体技术长度从53帧变为50帧。
                        3. 3. Changed recovery on block from -5 to -3 frames.将格挡上的恢复从-5帧更改为-3帧。
                        4. 4. Decreased knockdown time on hit by 1 frame.击倒时间击中减少了1帧。
                        5. 5. Changed Drive Gauge decrease from 8000 to 10000.将斗气槽从8000减少到10000。
                        ==================================
                        Overdrive Hashogeki OD波掌击
                        (↓↙←+Two Punches)(↓↙←+PP)
                        Adjustment调整
                        Changed damage from 900 to 1100.伤害从900改为1100。


                        IP属地:广东26楼2024-12-02 13:55
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                          【本田】
                          Adjustment Summary调整汇总
                          We've looked to improve Honda's Teppo Triple Slap to allow him to bring the fight into close-quarters, and we've also looked at improving his damage and mix-up situation with his strikes and throws.我们希望改善本田的铁炮掌,让他能够近距离地进行比赛,我们还考虑了改善他的伤害和混乱情况,以及他的投篮和投掷。
                          Standing Heavy Punch站重拳
                          This attack can now combo into a regular Taiho Cannon, giving Honda some chonky damage on his strikes.这次攻击现在可以组合成一门常规的Taiho Cannon,对他的攻击造成一些小的伤害。
                          Teppo Triple Slap (↓↘→+Kick > Punch)铁炮掌(↓↘→+踢>拳)
                          Due to improvements on the hitbox, this attack can now reach opponents better from mid-range, and we made some changes so that he's in a better position than before when it's blocked.由于对受击框的改进,这次攻击现在可以更好地从中距离攻击对手,我们做了一些改变,使他在格挡时处于比以前更好的位置。
                          Oicho Throw (→↘↓↙←+Kick)大银杏投(→↘↓↙←+踢)
                          The startup of this throw is faster, giving his throw game more oomph.这次投掷的启动速度更快,让他的投掷游戏更有活力。 Along with the adjustments to his Overdrive Teppo Triple Slap, Honda can now force his opponents into a mix-up game, or he can use this as a counter attack to a Drive Reversal.随着对他的OD铁炮掌的调整,本田现在可以迫使他的对手进入一场混乱的游戏,或者他可以将其作为打康对斗气反攻的攻击。
                          Standing Heavy Punch站重拳
                          Adjustment调整
                          Changed recovery on hit from -1 to +1 frame.将恢复击中从-1帧更改为+1帧。
                          Teppo Triple Slaps (Normal/Overdrive)Teppo三记安打(普通/OD)
                          ==================================
                          (↓↘→+K or Two Kicks > P)(↓↘→+K或KK>P)
                          Adjustment调整
                          1. 1. Expanded the hitbox on the 1st and 2nd attack horizontally.在第1次和第2次进攻时横向扩大受击框。
                          2. 2. Reduced the hurtbox on the arms between frames 9-14 and 25-28 of the technique.减少了该技术第9-14帧和第25-28帧之间手臂上的hurtbox。
                          3. 3. Reduced the hurtbox on the feet between frames 9-33 of the technique.减少了该技术第9-33帧之间脚部的hurtbox。
                          ==================================
                          Teppo Triple Slaps (Normal)Teppo三记安打(普通)
                          (↓↘→+K > P)(↓↘→+K>p)
                          Adjustment调整
                          1. 1. Increased pushback on block on the 1st and 2nd attack.在第1次和第2次攻击的格挡上增加了后退。
                          2. 2. Changed Drive Gauge increase from 1000 x 2 to 2000 x 2.将斗气槽从1000 x 2增加到2000 x 2。
                          ==================================
                          Overdrive Teppo Triple Slaps OD Teppo三记安打
                          (↓↘→+Two Kicks > Punch)(↓↘→+KK>拳)
                          Adjustment调整
                          1. 1. Changed recovery on block on the 2nd attack from +2 to +3 frames.将第二次攻击时格挡的恢复从+2帧更改为+3帧。
                          2. 2. Reduced the pushback on block for the 1st and 2nd attack.在第1次和第2次攻击中,减少了格挡上的后退。
                          ==================================
                          Oicho Throw (Normal/Overdrive)大银杏投(普通/OD)
                          (→↘↓↙←+Kick or Two Kicks)(→↘↓↙←+踢或KK)
                          Adjustment调整
                          1. 1. Changed the attack startup from 7 to 6 frames.将攻击开始时间从7帧更改为6帧。
                          2. 2. Changed the attack's active frames from 3 to 4 frames.将攻击的活动帧从3帧更改为4帧。
                          ==================================
                          Super Art 2 Ultimate Killer Headram超级必杀技2终极杀手头像
                          (Charge ←溜め, then →←→+Kick)(蓄力←点击,然后→\8592]→+点击)
                          Adjustment调整
                          Updated attack so that after the headbutt attack hits, from the handslap portion until the end of the technique is completely projectile invincible.更新了攻击,这样在头槌攻击命中后,从手拍部分到技术结束都是完全飞行道具无敌的。


                          IP属地:广东27楼2024-12-02 13:59
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                            【布兰卡】
                            Adjustment Summary调整汇总
                            With this update Blanka doesn't have any major adjustments, but we did look at making the normal and special moves he uses for controlling space easier to use.在这次更新中,布兰卡没有任何重大调整,但我们确实考虑过让他用来控制空间的普通和特殊动作更容易使用。
                            Double Knee Bombs (→+Medium Kick)双膝炸弹(→+中脚)
                            Originally this attack was designed to avoid low hitting attacks, but the hurtbox around the feet were bigger than the standard size, so we've reduced it to match other hurtboxes.最初,这种攻击是为了避免低空攻击,但脚部周围的hurtbox比标准尺寸大,所以我们将其缩小以匹配其他伤害箱。 This change should make it possible to avoid low attacks better.这种变化应该可以更好地避免低攻击。 We've also updated its behavior when it hits a mid-air opponent so that the 2nd attack hits consistently.我们还更新了它在击中空中对手时的行为,以便第二次攻击能够持续命中。
                            Wild Nail (→+Heavy Punch)野兽锋爪(→+重拳)
                            We felt that there was not much of a payoff when this attack lands normally, so we increased the knockdown time after it hits to allow Blanka's offense to start easier.我们觉得,当这次攻击正常进行时,没有多少回报,所以我们增加了攻击后的击倒时间,让布兰卡的进攻更容易开始。 Additionally, when this attack hit a mid-air opponent it offered less advantage than when it hit a grounded opponent, so we lengthened the knockdown time.此外,当这次攻击击中空中对手时,它提供的优势比击中地面对手时要小,所以我们延长了击倒时间。
                            Drive Reversal斗气反攻
                            Bug Fix错误修复
                            Fixed an issue where the overlap collision hitbox would expand in situations other than a block or parry.修复了重叠碰撞受击框在格挡或parry以外的情况下会扩展的问题。
                            ==================================
                            Crouching Heavy Punch蹲重拳
                            Adjustment调整
                            Changed Drive Gauge increase from 3000 to 4000.将斗气槽从3000增加到4000。
                            ==================================
                            Double Knee Bombs双膝炸弹
                            (→+Medium Kick)(→+中脚)
                            Adjustment调整
                            1. 1. Reduced hurtbox around the feet starting from the 9th frame of the technique.从技术的第9帧开始,脚部周围减少了hurtbox。
                            2. 2. Changed the mid-air hit effect on the 1st attack from a mid-air recovery to a blowback knockdown.将第1次攻击的空中打击效果从空中回收改为反冲击倒。
                            3. 3. Reduced blowback time on a mid-air hit for the 1st and 2nd attack.减少了第1次和第2次攻击的空中打击的反击时间。
                            4. 4. Reduced blowback distance on a mid-air hit for the 1st and 2nd attack.在第1次和第2次攻击中,空中打击的反击距离缩短。
                            5. 5. Fixed an issue where Blanka would have a pushback on hit applied to him when the 2nd attack hits a mid-air opponent in the corner of the stage.修复了当第二次攻击击中舞台角落的空中对手时,布兰卡会对他应用后退击中的问题。
                            ==================================
                            Wild Nail野兽锋爪
                            (→+Heavy Punch)(→+重拳)
                            Adjustment调整
                            1. 1. Increased knockdown time by 2 frames when the attack hits on the ground.当攻击击中地面时,击倒时间增加了2帧。
                            2. 2. Increased knockdown time by 5 frames when the attack hits a mid-air opponent.当攻击击中空中对手时,击倒时间增加5帧。
                            Knockdown time on a punish counter has not changed.确反康的击倒时间没有改变。


                            IP属地:广东28楼2024-12-02 14:07
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                              【舒婷】
                              Adjustment Summary调整汇总
                              During the overall balance adjustment, we reduced the amount of gauge used by Guile's Overdrive Sonic Cross (↓↙←+2 Punches > →+2 Punches), but opportunities to use it and its follow-up attack was limited, so we've made adjustments for those.在整体平衡调整期间,我们减少了古烈的OD音速交叠使用的槽(?没看懂)(↓↙←+2拳>→+2拳),但使用它及其后续攻击的机会有限,因此我们对此进行了调整。 Comboability is now more practical, and with more opportunities to use it it's now a better option to opt for when looking for a good ROI.可连招性现在更实用,有了更多的机会使用它,在寻找良好的投资回报率时,它现在是一个更好的选择。
                              Spinning Back Knuckle回旋反手拳
                              (→+Heavy Punch)(→+重拳)
                              Adjustment调整
                              Changed Drive Gauge increase from 3000 to 5000.将斗气槽从3000增加到5000。
                              ==================================
                              Overdrive Sonic Cross OD音速交叠
                              (↓↙←+Two Punches > →+Two Punches)(↓↙←+PP> →+PP)
                              Adjustment调整
                              Increased wall splat time by 3 frames on hit.击中时,墙壁飞溅时间增加了3帧。


                              IP属地:广东29楼2024-12-02 14:13
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