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回報翻譯問題
Yea no ♥♥♥♥, there shouldnt be buffering for blocking thats idiotic.
Jabs are for punishing, heres a tip though starting anything with a jab will scale the combo so hard you do almost no damage.
Yes frame data should be here I'm still unsure why most fighting games don't have basic ♥♥♥♥♥♥♥ frame data, its not like hard to impliment a visual for it.
No Sparking blast shouldn't break you out this is one of the most infuriating mechanics in fighting game you work to get in and the enemy just presses a button and your ♥♥♥♥ stops. NO
That's called a meaty and yes you can block, the thing your talking about doesn't exist your probably pressing buttons. Unless your talking about a hard knock down and you can get hit during that its part of the game.
There is press forward and tag at the same time....
Yes this game lacks basic tutorials and I don't know whats wrong with fighting game devs and not giving in depth tutorials on everything other then just basic commands and combos.
"Sparking blast should be able to break you out of your opponents combo. "
Disagree here. This is one of the things I disliked about MKX. If you got combo'd, eat it. Places more weight on getting hit. But this is just taste.
"I only get the one per match, and it gives you a reason to use it another time besides on your last character. "
I've seen top level players trigger it on character 1. There's an argument to be made that if it can save your first character, the benefit of having a 3 v 1 or even a 2 v 1 against a single character with sparking is still better, because you get assist calls + tag out option to heal. So there are potential reasons for using it outside of your last character. TLDR: there are scenarios that may require (and justify) using sparking level 1.
"There is a point when you recover that your character is unable to accept any commands, even blocking, "
You're gonna have to justify this. You can ALWAYS block on standup, AFAIK. If you know otherwise, I'm all ears.
I guess you'll have to learn the actual timing. Even though this game does encourage mashing in some ways, it's not all button mashing.
Have you heard of spacing? Jabs have a limited reach and can be counter hit. There is no situation where someone in neutral can just throw out jabs and get rewarded for it unless they catch a dash in or something. And it's usually just better to IAD into an overhead anyway.
I agree.
Sparking blast isn't a burst. It gives massive health regen and damage boosts for a good period of time. I'd be okay with it acting as a burst if doing so removed the regen and damage buffs.
You can definitely block while recovering. There is no period where you can't, unless you're referring to a very specific situation or something.
Just be smart with your tags. Learn when it is safe/less risky to do so.
Me too. I think this game needed something like that most.
Again, for most if not all 2D fighting games you remain blocking as long as you don't leave blockstun. If that's the case you keep blocking in your current state (standing or crouching). If the backdash has iframes you can try and escape with it timing it correctly. Your best bet is to use the deflect (4S) to push them back, use a reversal or tag in.
Even if the opponent has a quicker jab you can still use correct spacing to beat it. There are projectiles, assists and a priority system to do so.
Japanese devs are that way, I guess. I'd like that too but they don't seem to like showing the 'guts' of the game.
The sparking blast is just conceive to be a whole different kind of mechanic, but I agree in that I would prefer a burst. Specially since I don't like the sparking blast at all.
I still don't know everything about the wakeup but I don't think there's a frame window where you are completely vulnerable, although it may depend on how you wake up, like in BlazBlue.
You can tag in quickly. It's not down and assist but forward and assist.
I assume the tutorial is like that for accesibility purposes. It sounds counter intuitive but, talking from experience, completely new players usually don't even finish Xrd's tutorial. Still they cut out too much. Specially everything regarding overheads and tag mechanics. I'm pretty sure there's no way in the game to know that you can throw an assist's super without using your own first.
But that's opposed to something like the benefits of Sparking Blast not being listed.
Even if you were able to block while backdashing you would be blocking high so it would get beaten by lows. AFAIK this is a thing in Tekken.