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!
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
На меня новый набор костюмов произвёл благоприятное впечатление,как и само обновление,хотя конечно чувствуется что подзатянули..осталось дождаться багфиксов...
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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..
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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
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
_________________ GTA Online: EclipseGhost Банда оверов в RGSC: overclockersRU
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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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Статус: Не в сети Регистрация: 23.06.2006 Откуда: Калининград Фото: 4
George80 писал(а):
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
А не подскажешь ли свою раскладку кнопок на примере того же Rumblepad 2? На дуалшоке, в принципе, смогу настроить нечто на подобии.
_________________ GTA Online: EclipseGhost Банда оверов в RGSC: overclockersRU
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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'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'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'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's palms will be projectile invincible. During the move, • Hugo'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'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'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'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't delay your wakeup • U2, bug fix where you couldn'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'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'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's active frame
T. Hawk
• Bug fix where his throw'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't gain additional frame advantage, bug fix where final hit of RCF gained double super meter • Bug fix where final EX RCF didn't gain additional frame advantage, bug fix where he gained meter without the claw
Yang
• Crouch MK, bug fix where he didn'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
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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..
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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(
Куратор темы Статус: Не в сети Регистрация: 19.01.2008 Откуда: Санкт-Петербург Фото: 16
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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