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关于SNK全女格斗,任天堂和SNK的当时的一些信息透露 炸鸡饭: 在这个月的MCV问题上,美国国家情报局(NIS America)社长山下(Takuro Yamashita)透露了一些关于Switch的非常有趣的信息。Yamashita透露,该公司与任天堂在SNK上达成了一项协议,谈到该公司的开关游戏如何超越PS4,并对Disgaea 5的性能进行了更新。 Yamashita首先讨论了SNK女英雄:标签团队的狂热,并透露了与任天堂合作的一些细节。任天堂实际上是想与SNK合作,最终达成了一项协议。只有Switch版本将在西方实体销售,而任天堂将是一个包括购买许多单元的分销商。 山下先生说: “我给你一勺!”我们最初是在PS4格式上与SNK的女英雄们签约的。去年,Gamescom的一个机会发生了,两个第三方碰巧在任天堂的会议室外碰头。第一次会议是在NIS America和Nintendo of Europe (NOE)之间,下一次会议是在SNK和NOE之间举行的。当然,这两个是单独的会议。然后,他们会见了来自SNK的有影响力的人来到我们的摊位,说:“嘿,山下先生,可以取消我们在PS4上的联系吗?”任天堂想要在独家的基础上做这个标题! 因此,这些第三方聚集在一起,而NIS和SNK的团队决定与任天堂一起进入西方市场。物理复制,它将是一个开关排他。PS4-wise将会是数字化的。这是交易。我们不会发布PS4格式的打包版本。然后任天堂将作为这个游戏的发行商。然后他们答应买很多单位。我不能透露他们保证的数量,这是秘密谈话。 后来在采访中,Yamashita谈到了Switch的强大销售,特别是在PS4版本方面。Yamashita估计,在同时发布的版本中,NIS America的Switch games的销量是PS4的两倍。 山下先生说: “我们开始在任天堂的开关上做更多的事情。”SNK的女主角并不是唯一的一个。他们以很好的方式支持我们。与之相比,索尼对我们这样的小出版商并不友好。他们只关心日本大公司。同时,如果我们同时发布一个转换版本和PS4版本的相同标题,当前的销售趋势是2比1。这意味着转换版本的销售量是PS4版本的两倍。身体和数字。很多PS4的标题都出现了,所以市场竞争非常激烈。与之相比,开关市场仍有很大的空间让出版商赚钱。 最后,Yamashita谈到了Disgaea 5完整,这是NIS America的第一个开关游戏。仅在西方,它的销量就接近20万辆。 根据山下式: 对于Disgaea 5, Switch非常畅销。它在西方的销量只有200k。也许40%的人已经有PS4版本了。他们为什么又买同样的游戏?因为它是一个手持设备的功能开关有。索尼决定退出PS Vita市场。Vita的内存大小限制是1g,对吧?但Disgaea是8 GB。因此,Disgaea的粉丝们想要在掌上电脑上玩,但是索尼的格式上没有手持的Disgaea 5。这是一个完美的平台。我们可以在家里玩,我们可以使用开关的手持功能在外面玩。这就是任天堂的交换机平台自然发展的原因。
WNF的拳皇女主DEMO版系统详解及角色分析 Okay, so as you may know, i went to WNF and played the demo build of SNK Heroines. The game is an absolute blast, and will be great for groups of friends. Competitive tournament play? Probably not, but itll be great for side tournaments and exhibitions - and perfect for couch play. So how does it work? your health is shared between characters. Meter is not. you start the round with health halfway filling the overall bar - the other rainbow colored half is your super meter. as you lose health, you gain more maximum meter. under this bar is a tiny rainbow bar - this is the partner characters meter. Meter fills slowly over time, for both point and partner character. you cannot build meter while blocking. more on this later. Dream Finish (Supers) are required to kill. If you run out of health, but no super was used, you are instead instantly dizzied. im gonna use numpad / anime notation: Dpad to move. 6,6 - forward dash 4,4 - back dash j. 6,6 - air dash. there is no air backdash. square - Light Attack (from here on out, ill just call it "L") From what i can tell, all L attacks are special / super cancelable. This includes j.A if the character has air specials or supers. L,L,L - mash light for 3 hit combo. Still cancelable at any point. Triangle - Heavy Attack ( H attack) H attacks are NOT special cancelable, but many of them have special properties, such as wall bounce, ground bounce, or launchers. H has proximity normals - close H and far H are different attacks, typically the launchers. Launchers are jump cancelable (even on block!) L, H is kind of a target combo into launcher (at least for most characters) L, L, H leads to the wallbounce H attack. 6, 6, H (running H) is raw wallbounce attack. Wallbounce is somewhere between Critical Wire and KoF XIV CD From what I can tell, all anti-air and air-to-air attacks cause knockdown, leading to juggle combos. The only exception i think is meterless specials (which ill explain more later) Juggle is limited by a few basic rules. From what i can tell: Air attacks can only be used once each Ground attacks only get one hit, so multi hit loses some of their properties. Launchers get modified when used as juggles as well, but im not 100% clear. Circle - Special attack ( S attack ) This is how you do all your special moves - fireball, dp, etc. In a fashion similar to Smash, holding a direction + S is all your different specials. All specials cost 1 block of super meter. if you have less than one block, you get a horribly nerfed version with reduced range, damage, hitstun, worse recovery, etc. Some are even minus on hit! There is an overarching theme to how specials work: 5 + S is projectile (Athena Psycho Ball, Mai Fan, etc) 2 + S is anti air / DP (Athena Psycho sword, Leona Moon Slasher) 6 + S is foward moving specials ( Leona running slash, Mai Ninja Bees) 4 + S is variable... anything that doesnt fit the above. (Athena / Kula reflect, Yuri Demon Flip) If a move is NOT in the used slot (like if you do 2 + S and the character doesnt HAVE a 2+S command) then it defaults to the 5+S move. X is throw. Throws work vs roll, do not work vs blockstun. Throws can be comboed into. (This is mostly for air throws.) Throws take meter away from the opponent (2 blocks). if you cant finish a combo with a special, finish with a throw, to remove options from the opponent. This means air throws are REALLY STRONG. Air throws seem to have a LOT of priority, by the way. R1 is Dream Finish (supers). Supers cost 4 bars of meter. You CANNOT kill without super. One main strategy is to fight until you make the opponent run out of health, get the dizzy, raw tag, and then use their meter for the super to kill. when applicable, you can cancel from specials into supers. Easy to see with leona Excalibur XX V-Slasher R2 is Tag. You must be grounded to tag. Raw Tag is free. Tag cancels (still must be grounded) cost meter from the character you are tagging INTO. Its like 2 or 3 blocks of meter. it APPEARS you can only tag cancel once per combo? L1 is block. You raise a shield, blocking all attacks (except throws). Tapping block in the air causes a air dodge very similar to smash brawl. It cancels all momentum, slides you backwards ever so slightly. Invulnerability appears to start on frame one ( i was always able to mash it to avoid supers as long as i wasnt doing something else.) Im not sure about landing lag from air dodge. While your shield is up, tap 4 to back roll or 6 to forward roll. While actually blocking attacks with your shield, you can roll as a guard cancel at the cost of 1 1/2 blocks of meter. Right Stick - Items. This is where the game gets crazy. During combat, little golden boxes will appear on the stage. destroy them to get a random item. This item is stored in your inventory at the top. You can only hold one item at a time. If you are at low health, you get a unique SP item. This will OVERWRITE whatever item you were holding. When you have an item, tilt the RS in a direction to throw the item. Each direction determines where the item goes (this is why operation on arcade sticks is complicated, and why they are looking into solutions) RS Left - item drops at far left of screen RS Right - item drops at far right of screen RS Down - drops exactly where the opponent is when used RS Up - drops slightly behind where opponent is when used - good for setting up combos and pressure. Item list (from memory. ill miss some) Banana peel - instant knockdown. unblockable. Goro Daimon statue - statue of Daimon falls from the sky. If you are grounded, instant dizzy. Applies to both players. EX - fills meter, and all specials are meterless. Green Bottle - health potion. Heals you (heals one block?) 3x Green bottle - bigger heal. (two blocks?) Old man face thing - Giant wrecking ball rolls through stage wolf face - Timed mine. detonates after like 3 seconds. Land mine - explodes when opponent walks over it. Spring - Sonic the Hedgehog spring. Launches opponent super high. Mosaic - Censors the whole screen in mosaic. Hard to see, hilarious. Crazy superball - bounces all over the screen until it hits opponent or expires SP - unique, gained at low health. Uses a unique attack from your PARTNER. - for instance, if Nakoruru is your partner, Mamahaha flies through the stage Character specific notes: Athena - j.S is Heavy Phoenix Arrow. You can tag cancel the Kick juggle at the end. 2+DF (R1) - Shining crystal bit is obscenely fast. Can be canceled by pressing R1 again. 5+DF (R1) - Can be charged / delayed. Both are usable in the air. Leona - V SLASHER IS FAST AND SUPER GOOD May be a glitch, but at the end of long juggle combos, was having trouble super canceling from j.L, but if i did j.L xx S xx R1 then it worked. Kula - Slide DM is very active, so can still meaty people who try to roll past it. Meterless reflect does NOT reflect lol Yuri - Demon Flip (4+S) has a followup for each button, as youd expect. Mai - mai's LLL combo makes her airborne. To tag from it, you gotta do LLLS, and tag off the landing from the dive. Super Deadly ninja bees is usable in air. 2 + DF (R1) is flame pillar super. its fast. Nakoruru - 5+S (sliding slash) can still chain into 2 + S (Anti air slash). slashy slashy super counts as Ranbu / Capture, so if one hit connects, the opponent will restand and be hit be the entire super. I also managed to find an Option Select (who knows if itll remain) L, L+Throw if L connects, then auto combo takes priority if L whiffs, throw takes priority. seems pretty strong, and opens doors to other ideas later :)
关于WNF上女主格斗更详细的介绍 Recently, Travis from NIS America appeared on fighting game weekly tournament Weds Night Fights to talk about SNK Heroines: Tag Team Frenzy, and he answered several questions about the upcoming game. According to Travis, this game is SNK’s approach to a more approachable King of Fighters, in a stress-reliever sort of way. The execution of attacks is simplified into a Light Attack and Heavy Attack button, and special attacks are done all on one button with directional inputs like Super Smash Bros. The Dream Finish (the finishing attack) attacks are mapped to R1 by default. Most characters have two of them, either by pressing R1 or Down + R1. Auto-combos are not the most optimal way to play. The green bar at the top is the life bar. Health is shared between both characters. The rainbow bar is the special meter, and Dream Finishes cost four sections of meter to use. The character in the background charges their special bar automatically. When characters use specials with no special meter, they have reduced effects, so that’s when characters should switch out. The cap on the special meter goes up as health goes down, giving the losing power a way to come back easier. Also, switching characters mid-combo costs special meter. There is a bit of emphasis on air combos. There is a dedicated Throw button, and Throws can be done on the ground or in the air. Sweeping have been taken out entirely. New to SNK Heroines is an optional item feature, where items with various effects can be picked up by attacking yellow glowing orbs. These are activated with the right stick, and are on by default. They add a bit of unpredictability to the game, and Travis recommends keeping them on. When a character gets into critical health, an SP icon comes up, and this lets players use a special from the character currently in the background. (Eg. If Mai is in the background, the SP item will send one of her fans across the screen.) Miscellaneous: For online mode, there are traditional lobbies and also quick matches. Four people can play together locally in 2v2 mode, and players can also team up with friends online as well. Travis hints that there may be a guest character in the game. SNK also knows that Miss X from SNK Gals’ Fighters is highly requested by fans. There will be Story, Tutorial, and Training Modes in this game.
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