Akuma [SF2 HD Remix]
- Daimond
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Akuma [SF2 HD Remix]
У меня тут вопрос появился по Акуме из HD ремикса - был ли Акума перебалансен относительно оригинала? Если да, то что именно порезали (я так думаю, что логичней его резать чем бафать)?
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Akuma [SF2 HD Remix]
Вроде нет. Как был год тиром так и остался. http://www.eventhubs.com/guides/2008/oc ... -rankings/
- Smoke
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Akuma [SF2 HD Remix]
Понерфили его, хоть он и остался наверху:
Changes from Super Street Fighter 2 Turbo
* Super meter added and new super move: Raging Demon. Command is Light Punch, Light Punch, Towards, Light Kick, Hard Punch.
* Raging Demon (Super) travels slower and farther than the secret version of Akuma.
* Super has additional start up frames of animation.
* Super is not able to grab an opponent out of their jump start-up animation.
* Air Fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air Fireball can now be done lower to the ground, allowing instant air fireball using a Tiger Knee-like motion.
* Akuma takes more damage than other characters.
* Akuma can now be dizzied.
* Teleport command requires only 2 punch or 2 kick rather than 3.
* Blue Fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
* Hard Punch Blue Fireball only has the huge knockback effect from very close range.
* Red Fireballs have more startup animation time.
* Major reduction to the amount of the invulnerable frames when doing Akuma's Hurricane Kick.
* Akuma's leg is no longer invulnerable during his ducking kicks.
Changes from Super Street Fighter 2 Turbo
* Super meter added and new super move: Raging Demon. Command is Light Punch, Light Punch, Towards, Light Kick, Hard Punch.
* Raging Demon (Super) travels slower and farther than the secret version of Akuma.
* Super has additional start up frames of animation.
* Super is not able to grab an opponent out of their jump start-up animation.
* Air Fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air Fireball can now be done lower to the ground, allowing instant air fireball using a Tiger Knee-like motion.
* Akuma takes more damage than other characters.
* Akuma can now be dizzied.
* Teleport command requires only 2 punch or 2 kick rather than 3.
* Blue Fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
* Hard Punch Blue Fireball only has the huge knockback effect from very close range.
* Red Fireballs have more startup animation time.
* Major reduction to the amount of the invulnerable frames when doing Akuma's Hurricane Kick.
* Akuma's leg is no longer invulnerable during his ducking kicks.