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#77#77#77#77
FAQ

Разработчик и издатель:Capcom Entertainment
Официальные сайты:
[SF5][Shadaloo SF5]
[SF6][Buckler's Boot Camp]
Оф. форумы:
Даты релизов:
[USF IV : 7 августа 2014]
[Street Fighter X Tekken : 11 - 14 мая 2012 г.]
[Street Fighter V : 16 февраля 2016 г.]
[Street Fighter 6 : 02 июня 2023 г.]
===============
Ryu, Ken и другие знаменитости!

Страничка в Steam - Ultra Street Fighter IV
Страничка в Steam - Street Fighter X Tekken
Страничка в Steam - Street Fighter V
Страничка в Steam - Street Fighter 6

[Скриншоты USF4][Трейлеры USF4]

[Скриншоты SFXT][Трейлеры SFXT]

[Скриншоты SF5][Трейлеры SF5]

[Скриншоты SF6][Трейлеры SF6]

Отдельный топик по SF6

_________________
**********
Delenda est.


Последний раз редактировалось George80 11.06.2024 23:23, всего редактировалось 67 раз(а).


Партнер
 

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На меня новый набор костюмов произвёл благоприятное впечатление,как и само обновление,хотя конечно чувствуется что подзатянули..осталось дождаться багфиксов...


 

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George80
А по-моему, ерундовые костюмы. Это SFXT?


 

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Abdalla
Нет,USF..на картинках не всё передаётся..но ещё смотря что ожидаешь от костюмов..я не ждал ничего,лишь бы качественно были сделаны,а не как у Сагата или у Дэна 3ие костюмы,в итоге достаточно качественные,да и 22 цвета приятным бонусом..


 

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Обновил руководство,добавил инфу по новым персонажам..


 

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подзапустил и проспал...предположительно зимой будет новый апдейт для USF4...представляющий собой фантазию на тему баланса,дающий новые способности всем персонажам...
Omega Mode update for Ultra Street Fighter 4


 

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Оопс....Gameplay trailer for Street Fighter 5, high resolution screen shots, cover art and more


Последний раз редактировалось George80 07.12.2014 7:39, всего редактировалось 1 раз.
добавил геймплейный ролик..


 

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George80 писал(а):

:) Я еще в 4 не поиграл...

Хотел спросить. Как играется на Dualshock 3? Или лучше Dualshock 4? А то вот подумываю настроить для игры, вроде бы дуалшоки самые лучшие для файтингов :crazy:

_________________
GTA Online: EclipseGhost
Банда оверов в RGSC: overclockersRU


 

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G.h.o.s.t
Я играл на rumblepad2,f310 и f510...все они скопированы с дуалшока...мне удобно..главное настроить кнопки..пробовал на хбоксовском,не понравилась крестовина и курки..но это было очень давно и не долго...может быть сейчас по другому..


Последний раз редактировалось George80 06.02.2015 19:28, всего редактировалось 1 раз.

 

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Я играл на rumblepad2

Есть такой. Походу сдох т.к не отвечает на нажатия кнопок, хотя индикация показывает, что пад подключен и батарейки новые вставлены... Надо разобрать и посмотреть, что там внутри. Пад то хороший. Все это случилось после заезда в трекмании :oops:

А не подскажешь ли свою раскладку кнопок на примере того же Rumblepad 2? На дуалшоке, в принципе, смогу настроить нечто на подобии.

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Банда оверов в RGSC: overclockersRU


 

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G.h.o.s.t
В faq есть для 3ёх разновидностей.


 

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Ultra Street Fighter 4 Ver. 1.04 translated patch notes
Abel

• Close-standing HK -- The part that hits overhead, damage increased from 30 to 70, stun dealt increased from 50 to 100, advantage on hit reduced from +5F to +2F.

Adon

• Close-standing MK -- Fixed a bug where Adon would get counter-hit on this move even after its start-up and active frames have passed.
• Far-standing HK -- When used as part of a juggle combo, only the 2nd hit will connect.
J• Jaguar Varied Assault -- Fixed a bug where the opponent could not activate Delayed Wakeup after getting hit by certain parts of this move.

Akuma

• L/M/H/EX Gohadouken -- start-up changed from 14F to 13F.

Balrog

• Crazy Buffalo/Violence Buffalo -- Fixed a bug where Delayed Wakeup could not be activated if the opponent was struck in mid-air by any hit other than the last.
• Dirty Bull -- Command changed from 720 degrees + PPP to 63214 x2 + PPP.

Blanka

• Close-standing MK -- Fixed a bug where Blanka could get counter-hit with this move even after its start-up and active frames have passed.
• Cr.MK -- Start-up changed from 5F to 4F, advantage on-hit from +5F to +4F, has less pushback on-hit and on-block (guard-back, hit-back).

Cammy

• MK Spin Drive Smasher -- Fixed a bug where Delayed Wakeup could not be activated if the last his of this move were to cause a counter-hit on the opponent.

Cody

• Crack Kick -- Start-up changed from 15F to 14F.
• Zonk Knuckle -- Charge time required for this move has been increased from 60/90/120F to 60/120/180F. Lv2 and Lv3 versions of this move are throw-invincible until the end of active frames. After a Lv3 Zonk Knuckle has been landed, you can now follow-up with juggle combos; but the opponent will not float as high as before.
• EX Criminal Upper -- Strik invincibility changed from 1~6F to 1~7F
• M/H Dead End Irony -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.

C. Viper

• Emergency Combination -- Command changed from 214214+P to 236236+K. Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.
• Burst Time -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.

Dan

• L/M/H/EX Gadoken -- Start-up changed from 14F to 13F.

Decapre

• far st.LP/cr.LP : Can now be cancelled into rapid dagger on whiff and on chains
• far st.MP : startup reduced from 7f > 5f
• cr.HP : Can now be cancelled into EX focus/EX Red focus/Super
• EX Psycho Sting : Increased the forward movement.
• Increased the blockstun by 4f. Is now -1 on block after fadc
• Psycho Sting all versions : Invincibility time increased from 1-5f to 1-8f
• Rapid Dagger all versions : Increased hitstun and blockstun by 4f on the second to last hit
• Increased blockstun on all the hits, now is more often a true blockstring
• EX Spiral Arrow : Damage reduced from 160 to 120
• EX Scramble (LK+MK) : Reduced the time where Decapre disappears and the cancel window from 13f to 7f
• EX Razor Edge Slicer : Is now projectile invincible until the last active frame
• DCM : When both commands overlap, the anti-air version now has priority over the ground version

Dee Jay

• Far-standing HP -- On counter-hit, regardless if this move lands on a standing, crouching or aerial opponent, it Will cause the same blowback
knockdown state.
• LK Double Rolling Sobat -- Has lower-body invincibility from start-up to end of active frames; advantage on-block changed from -3F to -4F.
• EX Jack Knife Maximum -- Expanded hitbox to cover lower area, making it easier to hit characters with lower crouching hurtboxes.
• EX Machinegun Upper -- Lesser blowback distance on-hit.

Dhalsim

• Back+LK reduced recovery frame from 8 to 7, increased fram advantage from 2 to 3

E. Honda

• Crouch LP does 50 damage from 40
• Crouch LK does 40 from 30
• EX slaps moves him forward on its own without directional input
• Bug fix where you couldn&#39;t delay-wakeup after headbutt
• U2 is now half circle back twice again, does 500 damage from 450

Elena

• bigger crouching hurtbox in neutral/hitstun/blockstun
• fixed a bug where she could not cancel her pre jump frames?
• switching the priorities for lynx tail and scratch wheel
• bigger hitbox on her thigh on cr.LP
• bigger hitbox and hurtbox on cr.MK
• j.HK: fixed a bug where she could be counter hit during the active frames
• L scratch wheel startup reduced from 6f > 3f
• H scratch wheel: bigger hitbox on the third hit
• L/M scratch wheel: fixed a bug where she could be counter hit during the active frames
• L/M/H scratch wheel: first hit forces standing
• M lynx tail: first hit on hit/guard pulls the opponent
• H lynx tail: first to third hits pull the opponent on hit/guard
• fixed a bug where you could not use delayed wake up after getting knocked down by this move
• L/M/H Lynx tail: hitbox extended forward
• M Rhyno horn: fixed a bug where you could not be counter hit during the startup frames
• Rhyno horn all versions: first hit now connects with crouching opponents
• EX Mallet Smash: advantage on block changed from -4 > -5
• Spin Scythe all versions: fixed a bug where the opponent could go through elena if they were behind her

El Fuerte

• Guacamole Leg Throw, bug fix where you couldn&#39;t delay your wakeup

Evil Ryu

• Vitality reduced to 900 from 950

Fei Long

• U1, the non-animation final hit does 140 damage from 165

Gen (Mantis)

• Crouch MP, 70 damage from 60
• Rapid poke recovery is 17 from 18
• Super now does 300 damage from 250
• Shitenketsu now does full animation on airborne opponent, bug fix where the property of the move changed when used as a reversal etc.

Gouken

• Super, bux fix where you couldn&#39;t delay your wakeup
• U2, stun value is now 75% instead of 65% when picked WCD, bug fix where stun value was 100% when picked WCD

Guile

• U1 increased invincibility from "1-6" to "1-9"

Hakan

• Crouch LP, recovery frame now 6 from 8, frame advantage on block now +2 from 0, frame advantage on hit now +5 from +3, mashable when oiled -Diagonal jump MK, increased hitbox and easier to cross-up when oiled

Hugo

• Dizzy motion -- Hurtboxes appear at the same timing as a regular wake-up now.
• Standing LP -- Recovery frames changed from 11F to 7F. On-hit, the advantage has been changed from +2F to +6F. On block, the advantage has been changed from -2F to +2F.
• Standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.
• Crouching HK -- Hitbox that causes pushback has been adjusted backwards (not sure what this does).
• H Moonsault Press -- Damage changed from 220 to 250, stun dealt from 150 to 200.
• L/M/H Moonsault Press -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.
• L/M/H/EX Giant Palm Bomber -- Until the end of the active frames, the front part of Hugo&#39;s palms will be projectile invincible. During the move, • Hugo&#39;s hurtboxes will be altered. This move does more pushback now. Even if this move cancels out a projectile, its attack hitbox will still be considered active (and can hit).
• EX Shootdown Backbreaker -- Damage decreased from 180 to 160. The horizontal distance travelled when Hugo is descending/falling is lowered.
• L/M/H/EX Shootdown Backbreaker -- The input window for this move has been changed to match that for other commands, so it&#39;s easier to puff off.
• L/M/H/EX Ultra Throw -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.
• L/M/H/EX Meatsquasher -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.
• Hammer Mountain -- Until the end of the active frames for this first part of this move, Hugo is completely invincible.

Ibuki

• Backhand punch no longer cancellable on whiff
• U2, bug fix where you couldn&#39;t delay your wakeup

Juri

• Close standing LP, hitbox during U1 is same as normal
• Close standing MK, first hit now forces stand, first 1-6 frames she&#39;s considered grounded and throw invincible
• Heavy Fuhajin, the projectile does not hit the crouching opponent
• Fuhajin, the meter gain for the first motion 10 from 20, the meter gain for projectile 30 from 20 on hit, 15 from 10 on block

Ken

• Hitbox and hurtbox of crouch MK now same as it was in ver.2012
• Air tatsu escape is now impossible even with plinking

Makoto

• Forward+HK, bug fix where you couldn&#39;t delay your wakeup
• U2, bug fix where you couldn&#39;t delay your wakeup

M. Bison

• Bug fix where his throws had 1 frame longer tech window
• Medium Scissor Kick has reduced pushback on hit, easier to land EX red focus

Oni

• EX Goshoryuken, focus cancellable on 2nd hit on block
• Light demon slash, damage increased to 120 from 110, stun increased to 150 from 130
• Air Raging Demon, bug fix where you couldn&#39;t delay your wakeup

Poison

• Health -- Decreased from 1,000 to 950.
• Hurtbox -- Standing and crouching hurtbox increased.
• Jump transition frames -- Fixed a bug where certain special moves could not be executed during the jump transition frames.
• Back throw -- Will no longer exercute with negative edge.
• Close-standing HP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.
• Far-standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.
• EX Aeolus Edge -- Easier to hit in close-quarters situations.
• L/M/H Love Me Tender -- Damaged decreased from 90/100 to 70/80. When this move is whiffed (and only when whiffed), the recovery is 19F instead of 16F.
• EX Kiss By Goddess -- Hitbox of the initial move is expanded.
• Poison Kiss -- Throw distance is expanded.

Rolento

• close HK : Reduced stun from 200 to 150
• far MP : Increased active frames from 3f to 5f
• far HP : Slightly extended the hitbox on the second hit forward
• Reduced the meter gain on hit from 60/60 to 30/30, and on guard from 30/30 to 15/15
• Diagonal j.HP : Fixed a bug where he could get counter hit after the active frames
• EX Patriot Circle : Slightly increased the forward movement before the first hit
• All Patriot Circle : Fixed a bug where Rolento would win when using Patriot Circle against certain counter moves
• LMH Stinger (projectile part) : Extended the hitbox on the first frame down
• LMH Mekong Delta Attack (follow up) : Changed the effect on counter hit from "knockdown" to "hitstun"
• Changed the advantage on hit from -2 to +2
• EX Mekong Delta Attack (follow up) : Changed the advantage on block from -10 to -5
• Changed the effect on all the hits except the last from "hitstun" to "knockdown"
• EX Mekong Delta Air Raid : Changed the frames 1-10 from "projectile invincible" to "strike and projectile invincible"
• Changed the advantage on block from -3 to -5
• Mine Sweeper : Fixed a bug where you could not buffer it as a reversal

Rose

• EX Soul Spiral does 33 chip from 30

Ryu

• Close standing HK increased recovery frame from 15 to 17, 3 more frames of advantage against standing opponent, 2 more frames of advantage against crouching opponent, 2nd hit is now cancellable into focus, red focus, and super
• Light Hadoken travels slower
• Heavy Hadoken travels faster

Sagat

• Bug fix where his throws had 1 frame shorter tech window
• U2 does 303 damage from 255 on airborn opponent

Sakura

• EX Shunpukyaku, first 1-3 hits now force stand, hitbox increased downward so she doesn&#39;t hop over the opponent
• EX Hadoken, travel speed differs by the button combinations, recovery frame is now 44 from 48

Seth

• Vitality increased from 800 to 850
• Jump MK, bug fix where Seth got counter-hit worth of damage and stun while he gets hit during the move&#39;s active frame

T. Hawk

• Bug fix where his throw&#39;s tech window was 3 frames shorter
• Light Spire startup now 15 from 11
• Medium Spire startup now 17 from 14
• Medium Tomahawk Buster, now 2 hits, 1 hit forces stand on grounded opponent, damage changed to "90 + 60" from "150", stun changed to "150 + 50" from "200", 1st hit is cancellable into EX focus, red focus, and super

Vega

• Bug fix where the final hit of RCF didn&#39;t gain additional frame advantage, bug fix where final hit of RCF gained double super meter
• Bug fix where final EX RCF didn&#39;t gain additional frame advantage, bug fix where he gained meter without the claw

Yang

• Crouch MK, bug fix where he didn&#39;t gain additional frame advantage on counter-hit

Yun

• Far standing LP, on counter-hit, the opponent is now in float state instead of soft knockdown during Genei Jin
• Light shoulder, stun is now 100 from 200, super meter gain reduced 20 from 30 on whiff, 30 from 60 on hit, 15 from 30 on block
• EX lunge punch, frame advantage now -1 on block from +1

Zangief

• Light green hand travel distance reduced, more pushback on hit
• EX green hand forces stand on hit


Добавлено спустя 45 секунд:
Street Fighter V Capcom Cup Stage Demo


Последний раз редактировалось George80 11.02.2015 7:36, всего редактировалось 1 раз.

 

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А я все жду пока Street Fighter X Tekken перенесут в стим....обещались в сл. году :?:

_________________
БАТЯ


 

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KriptoAlex
Хорошо бы..мне SFXT в целом понравился,хоть и продукт оказался неоднозначным..


 

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Дополнил описание USF4 изменениями вносимые патчем 1.04..добавил оф.описание для Omega mode..


 

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Думаю,так как особой активности в топе нет,то здесь можно и СФ5 добавлять...


 

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George80
А он вышел?


 

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Abdalla
Куда уж там))пока только анонсировано платформы(PC и PS4) и показаны два бойца(Ryu и Chun Li,ещё намёк на Charlie) и один уровень(китайский квартал)..и пообещали кросс-платформенность между PC и PS..


 

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Делаю руководство по Injustice,параллельно обновляю и корректирую остальные руководства(USF4,SFXT,MK9),думаю через месяц выложу все,постараюсь и в пдф перевести..
п.с.интересный файтинг этот injustice,хоть и персонажи мне знакомы только основные..для МК не найти нормальных рендеров, да и с Injustice пришлось повозиться(


 

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George80 да мне тоже инжастис нравится)

_________________
RagePro>2MX>Rage128 Pro>4MX>4Ti4200>X1950Pro>HD4850>HD4870CF>560Ti>570>570SLI>R9-290X>980Ti>1080Ti>RX6750GRE


 

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DeaDyIIIka
Но мне показалось что на этом форуме топик по игре никакой?..если так,то жаль..мало как-то любителей файтеров..хотя вроде у многих подростков были 90ые с МК и СФ..


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