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202506平衡调整全文个人翻译(施工中)

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个人翻译、水平有限,如果错误多多包涵!如果觉得翻译得不对请参照原文
所有角色都会翻译
感谢雪人CAT的支持——
先放一个全局调整,后续的陆续会发,今天内会施工完


IP属地:广东1楼2025-06-04 11:17回复
    【DJ】
    Adjustment Summary
    调整摘要
    Dee Jay's adjustments are primarily focused on tuning Heavy Jackknife Maximum and Overdrive Jus Cool. His neutral game won't see much change, but we adjusted him so his comboability and anti-air proficiency is a little better.
    DJ的调整主要集中在重屈体极点踢和OD保持酷爽的调整上。 他的立回游戏不会有太大变化,但我们对他进行了调整,使他的连击能力和防空能力更好一些。
    Heavy Jackknife Maximum (Charge ↓,↑+Heavy Kick)
    重屈体极点踢(蓄力↓,↑+重脚)
    The startup for heavy Jackknife Maximum is faster, making it easier to use as an anti-air. Because of the faster start up time, it can also combo from an upclose Overdrive Air Slasher (Charge ←, →+PP), giving him some new combo routes.
    重型屈体极点踢的启动速度更快,因此更容易用作对空攻击。 由于启动时间更快,它还能从近身的OD破空飞刃(蓄力←,→+PP)中打出连击。 破空飞刃(蓄力←, →+PP),为他提供了一些新的连击路线。
    ==================================================================
    Overdrive Jus Cool (↓↙←+KK)
    OD保持酷爽(↓↙←+KK)
    The opponent's recovery on block is increased, meaning that with fastest timing transitioning into Overdrive Funky Slicer (Light Kick after Overdrive Jus Cool) is a natural combo string. We also adjusted his Overdrive Waning Moon (Medium Kick after Overdrive Jus Cool) as it had limited use. It now chips away at the opponent's Drive Gauge better so it can be used in those situations when up close.
    对手在格挡上的恢复能力增强,这意味着在最快的时间内过渡到OD放克刀锋腿(轻脚后的OD保持酷爽)是自然的连击串。 放克刀锋腿(轻脚之后的OD保持酷爽) 是一个自然的连击串。 我们还调整了他的OD残月(中脚在OD保持酷爽之后),因为它的作用有限。 现在,它能更好地削弱对手的斗气槽,因此在近身的情况下也能使用。
    ==================================================================
    Assisted Combo 3
    辅助连招3
    Adjustment
    调整
    Combo has now changed to the following.
    Combo 现在已改为
    Before adjustment
    调整前
    Face Breaker > Overdrive Jus Cool > Maximum Strike > Double Rolling Sobat > Weekend Pleasure
    破脸>OD保持酷爽>极点上踢>双翻后旋踢>周末狂欢夜
    After adjustment
    调整后
    Face Breaker > Overdrive Jus Cool > Waning Moon > Double Rolling Sobat > Weekend Pleasure
    破脸>OD保持酷爽>残月>双翻后旋踢>周末狂欢夜
    ==================================================================
    Jumping Attacks (Modern Controls)
    跳跃攻击 (现代模式)
    Adjustment
    调整
    The following attacks can now be performed while jumping based on whether the Assist button is held:
    根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
    Assist Button Not Held:
    辅助按钮未按下:
    Light Attack During Jump - Jumping Light Kick
    轻跳跃过程中的攻击 -跳轻脚
    Medium Attack During Jump - Jumping Medium Punch
    中攻击跳跃过程中 -跳中拳
    Heavy Attack During Jump - Jumping Heavy Kick
    跳跃过程中的重击 -跳重脚
    Assist Button Held:
    按下辅助按钮:
    Assist Button + Light Attack During Jump - Jumping Light Punch
    辅助按钮 +轻跳跃时攻击 -跳轻拳
    Assist Button + Medium Attack During Jump - Jumping Medium Kick
    辅助按钮 +中攻击跳跃过程中 -跳中脚
    Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
    辅助按键 + 跳跃时的重击 -跳重拳
    ==================================================================
    SA2 Sunrise Festival (Modern Controls)
    SA2 日出节 (现代模式)
    Adjustment
    调整
    You can now choose between Lowkey/Marvelous/Headliner Sunrise Festival after the dark screen transition.
    现在您可以在暗屏过渡后选择低调/华丽/日出音乐节·极点。
    If no input is pressed during the dark screen transition after performing the move, Dee Jay will perform Lowkey Sunrise Festival. Pressing back will perform Marvelous Sunrise Festival, and pressing forward will perform Headliner Sunrise Festival.
    如果在执行移动后的暗屏过渡期间没有按下任何输入键,DJ将执行日出音乐节·低调。 向后按将执行日出音乐节·超凡,向前按将执行日出音乐节·极点。按返回键将执行日出音乐节·超凡,按向前键将执行日出音乐节·极点。
    Additionally, after the final attack of Marvelous/Headliner Sunrise Festival, pressing back and heavy attack will perform Climax Blow, while neutral or forward+heavy will perform Encore Beat.
    此外,在 "惊奇"/日出音乐节·极点的最后一次攻击后,按下后退和重击将执行 "高潮打击",而按下立回或前移+重击将执行返场节拍。按下后退和重击将执行 "高潮打击",而按下立回或前进+重击将执行返场节拍。
    ==================================================================
    Threebeat Combo (Modern Controls) (Light Attack > Medium Attack > Medium Attack)
    3拍连招(现代模式) (轻攻击 >中攻击>中攻击)
    Adjustment
    调整
    Input window timing for the 3rd attack using Modern Controls changed from starting on frame 1 to frame 5. Additionally, it's now more difficult for accidental inputs to occur.
    使用现代模式的第 3 次攻击的输入窗口时间从第 1 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
    ==================================================================
    Dee Jay Special (Modern Controls) (Medium Attack > Heavy Attack > Heavy Attack)
    迪·杰特色(现代模式) (中攻击> 重攻击 > 重攻击)
    Adjustment
    调整
    Input window timing for the 3rd attack using Modern Controls changed from starting on frame 2 to frame 5. Additionally, it's now more difficult for accidental inputs to occur.
    使用现代模式的第三次攻击的输入窗口时间从第 2 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
    ==================================================================
    Jackknife Maximum (Modern Controls) (Charge ↓ + Special Button)
    屈体极点踢(现代模式) (蓄力↓ + 特殊按钮)
    Adjustment
    调整
    When using Modern controls, the heavy version of the attack will now be performed when using simplified inputs.
    使用现代模式时时,将执行重型攻击。
    ==================================================================
    Standing Heavy Punch
    站重拳
    Adjustment
    调整
    Reduced the pushback on hit when the attack hits on the 3rd active frame or later.
    减少当攻击在第 3 个有效帧或之后命中时的击退。
    ==================================================================
    Crouching Light Kick
    下轻脚
    Adjustment
    调整
    Reduced pushback on block and on hit.
    在格挡和击中上减少后退。
    ==================================================================
    Medium Jackknife Maximum (Charge ↓, ↑ + Medium Kick)
    中屈体极点踢(蓄力↓, ↑ +中脚)
    Adjustment
    调整
    Increased horizontal blowback distance when the 2nd attack hits an opponent in the air.
    增加第 2 次攻击击中空中对手时的水平反击距离。
    ==================================================================
    Heavy Jackknife Maximum (Charge ↓, ↑ + Heavy Kick)
    重屈体极点踢(蓄力↓, ↑ +重脚)
    Adjustment
    调整
    1. Attack startup changed from 6 to 5 frames.
    1. 攻击启动从 6 帧改为 5 帧。
    2. Added an additional attack hitbox to the final attack that can only hit during a combo, making it easier to hit an opponent at a low elevation.
    2. 在最后一击中增加了只能在连击中命中的额外攻击受击框,使其更容易命中低高度的对手。
    3. Expanded collision pushbox on hit downward.
    3. 向下扩展击中时的碰撞框。
    4. The movement values during the technique have been adjusted to minimize changes after the move is performed.
    4. 技能期间的移动值已进行调整,以尽量减少移动后的变化。
    ==================================================================
    Overdrive Jackknife Maximum (Charge ↓, ↑ + Two Kicks)
    OD屈体极点踢(蓄力↓, ↑ +KK)
    Adjustment
    调整
    Expanded the attack hitbox forward for the first attack that can only hit during a combo.
    将只能在连击中命中的第一次攻击受击框向前扩展。
    ==================================================================
    Overdrive Jus Cool (↓↙← + Two Kicks)
    OD保持酷爽(↓↙← +KK)
    Adjustment
    调整
    1. Advantage on block changed from -22 to -18 frames, and adjusted so Funky Slicer is also blocked.
    1. 格挡的优势从-22帧变为-18帧,并调整为放克刀锋腿也是格挡。
    2. Adjusted so that transition attacks can be buffered during hit stop.
    2. 调整后,过渡攻击可在命中停止时得到缓冲。
    ==================================================================
    SA1 The Greatest Sobat (↓↘→↓↘→ + Kick)
    SA1极炫后旋踢(↓↘→↓↘→ + Kick)
    Adjustment
    调整
    Added an additional attack hitbox that can only hit during a combo, making it easier to hit an opponent in front of Dee Jay.
    增加了只能在连击中命中的额外攻击受击框,使命中DJ前方的对手变得更容易。
    SA2 Marvelous Sunrise Festival/Headliner Sunrise Festival (↓↘→↓↘→ + Medium Punch or Heavy Punch)
    SA2日出音乐节·超凡/日出音乐节·极点(↓↘→↓↘→ +中拳或重拳)
    Bug Fix
    错误修复
    Fixed an issue where damage was increased on Counter and Punish Counter when the player failed to input the proper commands for the attack.修正了当玩家未能输入正确的攻击指令时,打康和确反康的伤害会增加的问题。


    IP属地:广东36楼2025-06-04 12:17
    收起回复
      2025-08-22 02:47:29
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      【布兰卡】
      Adjustment Summary
      调整摘要
      Blanka's most significant change is his ability to combo into his Overdrive Wild Hunt. Look for opportunities to successfully connect with a Punish Counter Standing Heavy Punch or after hitting an opponent with a normal out of Drive Rush after they've been launched high in the air. Make use of the large advantage it gives on hit alongside the opponent's inability to back roll on Hard Knockdown to inflict heavy pressure, especially when paired with a Blanka-chan doll.
      布兰卡最显著的变化是他能够连击OD和野兽捕猎摔。 寻找机会成功连接确反康站重拳,或在对手被高高抛起后用普通击出绿冲。 站重拳,或在对手被击出高空后,用普通击出绿冲。 利用它给击中带来的巨大优势,加上对手在硬击倒时无法后滚,可以给对手造成沉重的压力,尤其是在与布兰卡-chan娃娃搭配时。
      ========================================================
      Jumping Attacks (Modern Controls)
      跳跃攻击 (现代模式)
      Adjustment
      调整
      The following attacks can now be performed while jumping based on whether the Assist button is held:
      根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
      Assist Button Not Held:
      辅助按钮未按下:
      Light Attack During Jump - Jumping Light Punch
      轻跳跃过程中的攻击 -跳轻拳
      Medium Attack During Jump - Jumping Medium Punch
      中攻击跳跃过程中 -跳中拳
      Heavy Attack During Jump - Jumping Heavy Kick
      跳跃过程中的重击 -跳重脚
      Assist Button Held:
      按下辅助按钮:
      Assist Button + Light Attack During Jump - Jumping Light Kick
      辅助按钮 +轻跳跃时攻击 -跳轻脚
      Assist Button + Medium Attack During Jump - Jumping Medium Kick
      辅助按钮 +中攻击跳跃过程中 -跳中脚
      Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
      辅助按键 + 跳跃时的重击 -跳重拳
      ========================================================
      Crouching Heavy Punch
      蹲重拳
      Adjustment
      调整
      1. Increased damage from 800 to 900.
      1. 伤害从 800 增至 900。
      2. Removed hurtbox around the arms 2 frames before hitbox appears.
      2. 删除了受击框出现前 2 帧手臂周围的受击框。
      3. Hurtbox around the arms 1 frame before the hitbox appears is now invincible to strikes.
      3. 在受击框出现前 1 格,手臂周围的受击框现在是无敌攻击。
      ========================================================
      Crouching Light Kick
      下轻脚
      Adjustment
      调整
      Can now be rapid canceled 1 frame earlier.
      现在可以提前 1 格快速取消。
      ========================================================
      Jumping Attack/Crouching Heavy Punch (Guard Action)
      跳跃攻击/蹲重拳(防御动作)
      Bug Fix
      错误修复
      Removed an unintended proximity block trigger from the first frame of the animation.
      删除了动画第一帧中的意外接近格挡触发器。
      ========================================================
      Jumping Light Punch/Junping Medium Punch
      跳轻拳/跳中拳
      Jumping Light Kick/Jumping Medium Kick
      跳轻脚/跳中脚
      Bug Fix
      错误修复
      1. Fixed an issue where a proximity block trigger was created on frame 1 of the animation. The trigger will now be created 1 frame before the hitbox appears to be consistent with other characters' jump attacks.
      1. 修正了在动画第 1 帧创建近似格挡触发器的问题。 现在,触发器将在受击框出现前 1 帧创建,以便与其他角色保持一致。的跳跃攻击一致。
      2. Fixed an issue where jumping medium kick's proximity block trigger was shorter than other jumping attacks.
      2. 修正了跳中脚的近身格挡触发时间比其他跳跃攻击短的问题。
      ========================================================
      Double Knee Bombs (→ + Medium Kick)
      双膝炸弹(→ +中脚)
      Adjustment
      调整
      Will now induce standing knockback on hit.
      现在会引起站立击退击中。
      ========================================================
      Overdrive Wild Hunt (↓↘→ + Two Kicks)
      OD野兽捕猎摔(↓↘→ +KK)
      Adjustment
      调整
      Can now be used in both grounded and aerial combos.
      现在可以在地面和空中连击中使用。
      ========================================================
      SA1 Shout of Earth (During Lightning Beast) (↓↘→↓↘→ + Punch)
      SA1大地狂啸(电光猛兽期间 ) (↓↘→↓↘→ +拳)
      Bug Fix
      错误修复
      Fixed an issue where the buffer input grace period as attack recovery ends was not set during Lighting Beast..
      修正了一个问题,即在点亮 "野兽 "时未设置攻击恢复结束时的缓冲输入宽限期。
      ========================================================
      SA3/CA Ground Shave Cannonball (↓↘→↓↘→ + Kick)
      SA3/CA掠地加农弹(↓↘→↓↘→ + Kick)
      Bug Fix
      错误修复
      Fixed an issue where Drive gauge recovery slowed on hit because the hit was judged as being in the air.
      修正了一个问题,即斗气槽的恢复会减慢击中,因为命中会被判定为在空中。


      IP属地:广东42楼2025-06-04 12:34
      回复
        【古烈】
        Adjustment Summary
        调整摘要
        Guile's projectiles are now a bit easier to use, and a number of his combo pieces have been extended. While these changes boost his combo damage and projectile-based gameplan, Knee Bazooka can no longer jump over the enemy, making it much more difficult for him to swap sides with his opponent when hitting with a strike. This means he will have to be careful to not give up much ground, lest he find himself stuck in the corner.
        古烈的飞行道具现在更容易使用了,他的一些连招也得到了扩展。 虽然这些改动提高了他的连击伤害和基于飞行道具的游戏计划,但飞膝火箭炮不再能跳过敌人,这使他在攻击时更难与对手换位。 这意味着他必须小心谨慎,不能放弃太多,以免发现自己被困在板边中。
        ====================================================================
        Sonic Boom and Other Projectiles
        音速手刀和其他飞行道具
        Guile's projectiles will now disappear faster when they are judged to have left the screen, allowing him to shoot projectiles faster in situations like when his Sonic Boom misses after being jumped over. With total on-screen projectile time getting a boost, this will improve Guile's pressure game.
        现在,古烈的飞行道具在被判定离开屏幕后会更快地消失,从而让他在音速手刀被跳过后失误等情况下更快地射出飞行道具。 随着屏幕上飞行道具的总时间增加,这将改善古烈的压力游戏。的压力游戏。
        ====================================================================
        Super Art Level 1 Sonic Hurricane (Horizontal)
        超级必杀技第 1 层音速飓风(横向)
        While Sonic Hurricane has always had a hitbox that only appears during a combo, this hitbox would not hit opponent's that had been blown back by projectiles. This has been changed, making it much easier for Guile to combo into his Sonic Hurricane on an opponent who has been wall splatted by Overdrive Sonic Cross.
        虽然音速飓风一直有一个只在连击时出现的受击框,但这个受击框不会击中被飞行道具击退的对手。 这一改动使得古烈更容易在被OD音速交叠劈墙的对手身上连击音速飓风。 音速交叠.
        ====================================================================
        Jumping Attacks (Modern Controls)
        跳跃攻击 (现代模式)
        Adjustment
        调整
        The following attacks can now be performed while jumping based on whether the Assist button is held:
        根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
        Assist Button Not Held:
        辅助按钮未按下:
        Light Attack During Jump - Jumping Light Punch
        轻跳跃过程中的攻击 -跳轻拳
        Medium Attack During Jump - Jumping Medium Punch
        中攻击跳跃过程中 -跳中拳
        Heavy Attack During Jump - Jumping Heavy Kick
        跳跃过程中的重击 -跳重脚
        Assist Button Held:
        按下辅助按钮:
        Assist Button + Light Attack During Jump - Jumping Light Kick
        辅助按钮 +轻跳跃时攻击 -跳轻脚
        Assist Button + Medium Attack During Jump - Jumping Medium Kick
        辅助按钮 +中攻击跳跃过程中 -跳中脚
        Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
        辅助按键 + 跳跃时的重击 -跳重拳
        ====================================================================
        Drake Fang (Modern Controls) (↓ + Medium Attack > → + Medium Attack)
        龙牙连打(现代模式) (↓ +中攻击> → +中攻击)
        Adjustment
        调整
        Input window timing for the 2nd attack using Modern Controls changed from starting on frame 4 to frame 5. Additionally, it's now more difficult for accidental inputs to occur.
        使用现代模式的第二次攻击的输入窗口时间从第 4 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
        ====================================================================
        Phantom Cutter (Modern Controls) (↘ + Heavy Attack > ↘ + Heavy Attack)
        魅影切割(现代模式) (↘+重击 > ↘+重击)
        Adjustment
        调整
        Input window timing for the 2nd attack using Modern Controls changed from starting on frame 3 to frame 5. Additionally, it's now more difficult for accidental inputs to occur.
        使用现代模式的第二次攻击的输入窗口时间从第 3 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
        ====================================================================
        Standing Heavy Kick
        站重脚
        Adjustment
        调整
        1. Advantage on hit changed from 3 to 4 frames.
        1. 优势击中从 3 格变为 4 格。
        2. Added initial scaling of 20%
        2. 添加了 20% 的初始修正
        ====================================================================
        Crouching Light Kick
        下轻脚
        Adjustment
        调整
        1. Recovery changed from 13 to 12 frames.
        1. 恢复时间从 13 帧变为 12 帧。
        *Advantage on hit has not changed.
        *优点击中没有改变。
        2. Advantage on block changed from -5 to -3.
        2. 格挡的优势从-5改为-3。
        ====================================================================
        Crouching Heavy Kick
        下重脚
        Adjustment
        调整
        1. Reduced knockback on hit/counter hit of the first hit.
        1. 减少击退击中/打康/打康第一击的命中率。
        2. Expanded hitbox of the second hit forward.
        2. 将第二击的受击框向前扩展。
        3. Expanded proximity block trigger forward.
        3. 扩大近距离格挡向前触发。
        ====================================================================
        Knee Bazooka (← + Light Kick)
        飞膝火箭炮(← +轻脚)
        Adjustment
        调整
        Extended clash hitbox downward from frames 5 to 20.
        从第 5 帧到第 20 帧向下扩展冲突受击框。
        ====================================================================
        Guile High Kick (↘ + Heavy Kick)
        古烈上段踢(↘ +重脚)
        Adjustment
        调整
        1. Increased hitstop on Punish Counter from 13 to 20 frames.
        1. 将确反康的命中停止时间从 13 帧提高到 20 帧。
        2. Reduced starting combo count on Punish Counter.
        2. 减少确反康的起始连击数。
        3. Extended the time and height the opponent is blown back on Punish Counter.
        3. 延长对手在确反康上被吹回的时间和高度。
        ====================================================================
        Normal/Overdrive Sonic Boom (Charge ←, → + Punch or Two Punches)
        普通/OD音速手刀(蓄力←, → +拳或PP)
        Normal/Overdrive Sonic Cross (→ + Punch or Two Punches During Sonic Blade)
        普通/OD音速交叠(→ +拳或PP期间音速波刃)
        Normal/Overdrive Sonic Break (Two Punches During Solid Puncher) (Punch or Two Punches during Sonic Boom or Sonic Break)
        普通/OD音速连破(PP在实拳手期间 ) (拳或PP在音速手刀或音速连破期间 )
        Adjustment
        调整
        Reduced time it takes for projectiles to disappear after leaving the screen.
        缩短飞行道具离开屏幕后消失的时间。
        ====================================================================
        Overdrive Sonic Blade (↓↙← + Two Punches)
        OD音速波刃(↓↙← +PP)
        Adjustment
        调整
        Expanded hitbox horizontally.
        水平展开受击框。
        ====================================================================
        SA1 Sonic Hurricane (Side)
        SA1音速飓风(侧面)
        (Charge ←, →←→ + Light Punch or Medium Punch)
        (蓄力←, →←→ +轻拳或中拳)
        Adjustment
        调整
        Combo hitbox will now hit opponents that hav连击受击框现在可以击中拥有受击框的对手。


        IP属地:广东44楼2025-06-04 12:39
        回复
          【肯】
          Adjustment Summary
          调整摘要
          Ken had two major focuses for his changes: offensive and defensive properties of his Jinrai Kick, and his positioning after performing a forward throw in the corner.
          肯的变化有两个重点:他的迅雷脚的进攻和防守特性,以及他在板边中进行前抛后的定位。以及他在板边中向前抛球后的走位。
          Ken's various offensive options forced his opponent's to make difficult split-second decisions where making one wrong move often meant not only getting put in the corner, but also led to Ken's easily looped corner pressure. With the changes to Perfect Parry, Ken should find his commonly used normals parried less, giving his Jinrai Kick a boost in power. As such, we've reduced it and its follow-ups in power slightly.
          肯的各种进攻选择迫使对手在一瞬间做出艰难的决定,走错一步棋往往不仅意味着被下入板边,还会导致肯轻松地循环板边施压。而且还会导致肯轻松地循环板边施压。 随着精防的变化肯的常用招式会减少被格挡的次数,从而增强迅雷脚的威力。 因此,我们略微降低了它及其后续功能的威力。
          We've preserved Ken's advantageous situations when hitting with his strikes, as well as his corner carry, but have touched up his Jinrai Kick, Kazekama Shin Kick, and his positioning after a forward throw in the corner to give his opponent's more choices to fight against his onslaught, as a few character's in particular were very limited in their options.
          我们保留了肯在打击时的优势局面以及推板,但调整了他的讯雷焦、风镰踢及版边前投后的站位,旨在让对手有更多选择来对抗他的攻势——尤其是某些角色原先应对手段极其有限的情况。
          ====================================================================
          Light/Medium Jinrai Kick (↓↘→+Light Kick or Medium Kick), Kazekama Shin Kick (→+Light Kick During Jinrai Kick)
          轻/中迅雷脚(↓↘→+轻脚或中脚),风镰踢(→+轻脚期间迅雷脚)
          Medium Jinrai Kick is now more likely to be punished by a fast normal attack on block. Additionally, Kazekama Shin Kick, often used to punish those who attack while at a frame disadvantage, will now result in Ken being knocked down when he is counter hit during it. These changing make using Jinrai Kick and its follow-ups a bit more risky, as well as reducing the reward for successfully hitting with them. Finally, both Jinrai Kick and Kazekama Shin Kick will deal slightly less damage to the Drive Gauge, easing some of the pressure from blocking them.
          中型迅雷脚现在更有可能受到快速普通攻击格挡的惩罚。 此外,风镰踢经常被用来惩罚那些在帧数劣势时进行攻击的人。现在会导致肯在被打康击中时被击倒。 这些变化使得使用迅雷脚及其后续动作的风险增加,同时也降低了成功击中它们的奖励。 最后,迅雷脚和风镰踢对斗气槽的伤害都会略微降低。从而减轻格挡对它们造成的压力。
          ====================================================================
          Jumping Attacks (Modern Controls)
          跳跃攻击 (现代模式)
          Adjustment
          调整
          The following attacks can now be performed while jumping based on whether the Assist button is held:
          现在可以根据是否按住辅助键在跳跃时进行以下攻击:
          Assist Button Not Held:
          辅助按钮未按下:
          Light Attack During Jump - Jumping Light Punch
          轻跳跃过程中的攻击 -跳轻拳
          Medium Attack During Jump - Jumping Medium Punch
          跳跃过程中的中等攻击 -跳中拳
          Heavy Attack During Jump - Jumping Heavy Kick
          跳跃过程中的重击 -跳重脚
          Assist Button Held:
          按下辅助按钮:
          Assist Button + Light Attack During Jump - Jumping Light Kick
          辅助按钮 +轻跳跃时攻击 -跳轻脚
          Assist Button + Medium Attack During Jump - Jumping Medium Kick
          辅助按键 + 跳跃过程中的中等攻击 -跳中脚
          Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
          辅助键 + 跳跃时的重击 -跳重拳
          ====================================================================
          Forward Throw
          向前投掷
          Adjustment
          调整
          Increased distance from opponent on hit in the corner.
          在板边中增加与对手击中的距离。
          ====================================================================
          Standing Light Punch
          立式轻击
          Adjustment
          调整
          Extended forward momentum from drive rush by 3 frames.
          将绿冲的前进动力延长 3 格。
          ====================================================================
          Standing Medium Punch
          站中拳
          Adjustment
          调整
          1. Separated hitboxes, hitboxes other than the lower part of the character have been reduced downward.
          1. 分离的命中框,角色下部以外的命中框已向下减少。
          2. Extended hitbox around the legs forward from when hitbox appears to the end of the animation.
          2。 从受击框出现到动画结束时,将腿部周围的受击框向前延伸。
          ====================================================================
          Crouching Light Punch
          下轻拳
          Adjustment
          调整
          Extended forward momentum from drive rush by 4 frames.
          将绿冲的前冲力延长 4 格。
          ====================================================================
          Crouching Medium Punch
          蹲中拳
          Adjustment
          调整
          1. Increased recovery on miss from 14 to 16 frames.
          1. 未命中时的恢复时间从14格增加到16格。
          2. Expanded hurtbox around the arms forward from frame 17 to the end of the animation on miss.
          2。 在第 17 格至失误时的动画结束时,将受击框绕臂向前扩展。
          3. Expanded hurtbox around the feet forward from the beginning of the attack to the end of the animation.
          3. 从攻击开始到动画结束,在双脚周围向前扩展受击框。
          ====================================================================
          Crouching Heavy Kick
          下重脚
          Adjustment
          调整
          Effects on knockdown changed to match those on normal hit, as they were different between normal hit and counter hit/Punish Counter.
          由于普通击中和打康击中/确反康击中的效果不同,击倒的效果已更改,以与普通击中的效果一致。
          ====================================================================
          Neutral Jumping Heavy Kick
          立回跳重脚
          Adjustment
          调整
          Shifted central axis of the character forward during the animation.
          在动画中将角色的中心轴向前移动。
          Note: This change is purely visual and will have no effect on attack properties.
          注意:这只是视觉上的变化,对攻击属性没有影响。
          ====================================================================
          Light Medium Jinrai Kick (↓↘→ + Light Kick or Medium Kick)
          轻中迅雷脚(↓↘→ +轻脚或中脚)
          Adjustment
          调整
          1. Reduced Drive gauge damage on block from -3000 to -2000.
          1. 将斗气槽对格挡的伤害从-3000降低到-2000。
          2. Expanded hurtbox forward during recovery for the medium version only.
          2。 仅中型版本在恢复过程中向前扩展了受击框。
          ====================================================================
          Normal Kazekama Shin Kick (→ + Light Kick During Jinrai Kick)
          普通风镰踢(→ +轻脚期间迅雷脚)
          Adjustment
          调整
          1. Reduced Drive gauge damage on block from -3000 to -2000.
          1.将斗气槽对格挡的伤害从-3000降低到-2000。
          2. Changed effect of a successful counter hit/Punish Counter from grounded knockback to knockdown.
          2。 将成功打康命中/确反康的效果从地面击退改为击倒。
          ====================================================================
          Kasai Thrust Kick (→ + Kick Overdrive Kazekama Shin Kick or Overdrive Gorai Axe Kick or Overdrive Senka Snap Kick)
          火碎踢(→ + Kick OD风镰踢或OD轰雷落或OD闪火踢)
          Adjustment
          调整
          Added initial scaling of 40%.
          添加了40% 的初始修正。
          ====================================================================
          SA2 Shippu Jinrai-kyaku (↓↘→↓↘→ + Kick)
          SA2疾风迅雷腿(↓↘→↓↘→ + Kick)
          Adjustment
          调整
          1. Advantage on block changed from -19 to -5.
          1. 格挡的优势从-19改为-5。
          2. Increased pushback on block for the last hit.
          2。 增加后退对格挡的最后一击。
          ====================================================================
          SA3/CA Shinryu Reppa (↓↘→↓↘→ + Punch)
          sa3/ca神龙烈破(↓↘→↓↘→ +拳)
          Adjustment
          调整
          Added 10 frames of recovery on guard and miss.在防守和失误时增加 10 帧恢复时间。


          IP属地:广东45楼2025-06-04 12:44
          回复
            【瑜伽】
            Adjustment Summary
            调整摘要
            Our main focus with Dhalsim was taking a look at the properties of his Yoga Blast and touching up how he fights at medium distance.
            我们对达尔西姆的主要关注点是研究他的瑜伽爆炎的属性,并润色他在中距离的战斗方式。
            =======================================================================
            Normal/Overdrive Yoga Blast (→↘↓↙←+K or KK)
            普通/OD瑜伽爆炎(→↘↓↙←+K 或 KK)
            In order to boost its anti-air properties, Yoga Blast's hurtbox has been reduced from the time its hitbox first appears, making it less likely for the attack to get canceled out by attacks coming from a sharp angle above. Additionally, the Overdrive version has been given air invincibility from when the hitbox appears except for around the feet, giving it a much higher return when successful, as well as making it easier to use.
            为了增强其防空属性,瑜伽爆炎的受击框从其受击框第一次出现时就被削弱了,使其更不容易被来自上方锐角的攻击抵消。 此外,OD版本在受击框出现时除脚部周围外都具有空中无敌效果,成功后回报率更高,也更容易使用。
            Because of its slow startup, the Heavy version of Yoga Blast was unable to use this change effectively. As such, Heavy Yoga Blast's forward movement, hitbox, and the opponent's reaction on hit have been changed, allowing it to be used as a powerful combo piece from medium attacks and above.
            由于启动速度较慢,瑜伽爆炎的重型版本无法有效利用这一变化。 因此,重击瑜伽爆炎的前移受击框和对手的反应击中都有所改变。和对手的反应击中都发生了变化,使其可以作为中型及以上攻击的强力连招棋子使用。
            =======================================================================
            Grounded/Airborne Yoga Float (↓+KK)
            接地/飞行瑜伽漂浮(↓+KK)
            Dhalsim will now be able to act faster after using Yoga Float while on the ground, making it easier to cancel into and otherwise. The speed at which Dhalsim moves during Yoga Float has been increased. While not a drastic change, it allows him to better fine to his distance to the opponent.
            现在,在地面上使用瑜伽漂浮后,达尔西姆的动作速度会更快,从而更容易取消进入或其他动作。 达尔西姆在瑜伽漂浮期间的移动速度有所提高。 虽然变化不大,但能让他更好地调整与对手的距离。
            =======================================================================
            Jumping Heavy Punch
            跳重拳
            Due to its small hurtbox, Dhalsim's Jumping Heacy Punch would often clash with anti-air moves like Shoryuken, resulting in both attacks missing, and Dhalsim attacking his recovering opponent after he landed from the air. We've expanded the size of this hurtbox in all directions from when the hitbox appears to prevent this from happening.
            由于其小受击框,达尔西姆的跳跃希斯拳经常会与升龙拳等防空招式发生冲突,导致两次攻击都失效。而达尔西姆则会在从空中击中后攻击正在恢复的对手。 为了避免出现这种情况,我们在受击框出现后的所有方向上都扩大了受击框的大小。
            =======================================================================
            Jumping Attacks (Modern Controls)
            跳跃攻击 (现代模式)
            Adjustment
            调整
            The following attacks can now be performed while jumping based on whether the Assist button is held:
            现在可以根据是否按住辅助键在跳跃时进行以下攻击:
            Assist Button Not Held:
            辅助按钮未按下:
            Light Attack During Jump - Jumping Light Punch
            轻跳跃过程中的攻击 -跳轻拳
            Medium Attack During Jump - Jumping Medium Punch
            中攻击跳跃过程中 -跳中拳
            Heavy Attack During Jump - Jumping Heavy Punch
            跳跃过程中的重击 -跳重拳
            Assist Button Held:
            按下辅助按钮:
            Assist Button + Light Attack During Jump - Jumping Light Kick
            辅助按钮 +轻跳跃时攻击 -跳轻脚
            Assist Button + Medium Attack During Jump - Jumping Medium Kick
            辅助按钮 +中攻击跳跃过程中 -跳中脚
            Assist Button + Heavy Attack During Jump - Jumping Heavy Kick
            辅助按键 + 跳跃时的重击 -跳重脚
            =======================================================================
            Yoga Blast (Modern Controls) (↓ + Special Button)
            瑜伽爆炎(现代模式) (↓ + 特殊按钮)
            Adjustment
            调整
            When using Modern controls, the medium version of the attack will now be performed when using simplified inputs.
            当使用现代模式时时,将执行中等版本的攻击。
            =======================================================================
            Crouching Heavy Punch
            蹲重拳
            Adjustment
            调整
            Reduced hitstop and blockstun from 24 to 20 frames.
            将命中停止和格挡眩晕从 24 帧减少到 20 帧。
            Note: Advantage has also been altered from -1/-12 on hit/block to +3/-8 on hit/block.
            注:优势也从 -1/-12击中改为 +3/-8击中。/格挡改为 +3/-8击中。/格挡.
            =======================================================================
            Jumping Heavy Punch
            跳重拳
            Adjustment
            调整
            1. Extended hurtbox around the torso forward from attack startup to the end of active frames.
            1. 从攻击启动到有效帧结束,受击框环绕躯干向前延伸。
            2. Extended hurtbox 50% of the extension from 1 around the torso forward from end of active frames to the end of the animation.
            2。 延伸受击框躯干从 1 开始向前延伸的 50%,从活动帧结束到动画结束。
            3. Extended hurtbox around the arms downward during active frames 1 and 2.
            3. 在第 1 和第 2 活动帧中向下延伸受击框环绕手臂。
            4. Extended hurtbox around the tros downward during active frames 3 and 4.
            4. 在活动帧(第3帧和第4帧)期间,躯干下方会生成扩展受击判定框。
            Note: Extended hurtboxes have projectile invincibility.
            注意:扩展伤害箱具有飞行道具无敌效果。
            =======================================================================
            Agile Kick (↙ + Light Kick)
            灵敏踢(↙ + 轻脚)
            Adjustment
            调整
            Advantage on block changed from -5 to -3 frames.
            格挡的优势从-5 帧改为-3 帧。
            =======================================================================
            Overdrive Yoga Fire (↓↘→ + Two Punches)
            OD瑜伽火球(↓↘→ + 双拳)
            Adjustment
            调整
            1. Reduced startup from 13 to 12 frames.
            1. 启动时间从13帧减少到12帧。
            2. Extended knockback time on block for the second hit.
            2。 延长格挡第二击的击退时间。
            3. Extended blowback time on both grounded and aerial hit for the second hit.
            3. 延长地面和空中击中第二击的反击时间。
            4. Added a new hitbox when used during a combo for medium and heavy versions, making it easier to hit opponents in front of you.
            4. 为中型和重型版本在连击中使用时添加了新的受击框,使其更容易击中前方的对手。
            =======================================================================
            Medium Yoga Flame (→↘↓↙← + Medium Punch)
            中瑜伽烈焰(→↘↓↙← +中拳)
            Adjustment
            调整
            Added a new hitbox when used during a combo, making it easier to hit opponents in front of you.
            在连击中使用时新增了受击框,使其更容易击中前方的对手。
            =======================================================================
            Normal/Overdrive Yoga Blast (→↘↓↙← + Kick or Two Kicks)
            普通/OD瑜伽爆炎(→↘↓↙← + Kick 或KK)
            Adjustment
            调整
            Reduced hurtbox downward from the beginning of the attack to when active froms complete.
            从攻击开始到主动攻击结束时,向下减少受击框。
            =======================================================================
            Medium Yoga Blast (→↘↓↙← + Medium Kick)
            中瑜伽爆炎(→↘↓↙← +中脚)
            Adjustment
            调整
            1. Added forward movement before the attack begins.
            1. 在攻击开始前增加向前移动。
            2. Added a new hitbox when used during a combo, making it easier to hit opponents in front of you.
            2。 在连击中使用时新增了受击框,使其更容易击中前方的对手。
            =======================================================================
            Heavy Yoga Blast (→↘↓↙← + Heavy Kick)
            重瑜伽爆炎(→↘↓↙← +重脚)
            Adjustment
            调整
            1. Increased startup from 15 to 17 frames.
            1. 启动时间从 15 帧增加到 17 帧。
            2. Added a new hitbox when used during a combo, making it easier to hit opponents in front of you.
            2。 在连击中使用时新增了受击框,使其更容易击中前方的对手。
            3. Increased the distance moved forward before the attack begins.
            3. 增加攻击开始前向前移动的距离。
            4. Increased the blowback time and distance on grounded hit.
            4. 增加了击打地面时的反弹时间和距离。
            5. Added 20% combo scaling.
            5. 添加了 20% 组合修正。
            =======================================================================
            Overdrive Yoga Blast (→↘↓↙← + Two Kicks)
            OD瑜伽爆炎(→↘↓↙← +KK)
            Adjustment
            调整
            1. Extended hitbox of second hit only after the first hit connects.
            1. 只有在第一击命中后,第二击的受击框才会延长。
            2. Added air attack invincibility from attack start to the end of active frames, except around the feet.
            2。 增加了从攻击开始到有效帧结束的空中攻击无敌效果,脚部周围除外。
            =======================================================================
            Stationary/Forward Yoga Float (↓ + Two Kicks)
            静止/前向瑜伽漂浮(↓ +KK)
            Adjustment
            调整
            1. Reduced time until Yoga Float can be canceled into air attacks by 6 frames.
            1. 将瑜伽漂浮取消为空中攻击的时间缩短 6 格。
            2. Extended buffer input grace period as actions become able to be performed.
            2。 当可以执行操作时,延长缓冲区输入宽限期。
            =======================================================================
            Yoga Float (Forward Moving) (→ During Yoga Float)
            瑜伽漂浮(向前移动)(→瑜伽漂浮期间)
            Adjustment
            调整
            1. Increased forward movement speed.
            1. 提高前进速度。
            2. Jumping heavy punch performed while moving forward will now longer carry more momentum than other attacks.
            2。 现在,在向前移动时使用跳重拳会比其他攻击获得更多的动量。
            Note: Heavy punch will now have the same momentum as before.注意:重拳现在的动量与之前相同。


            IP属地:广东49楼2025-06-04 12:57
            回复
              【拉希德】
              Adjustment Summary
              调整摘要
              Rashid's impressive agility and special moves allowed him to easily escape the corner, while easily pushing his opponent into the corner. We've weakened his easily looped offensive in the corner using his forward throw, while giving him a larger reward for hitting with strikes in neutral.
              拉希德令人印象深刻的敏捷性和特殊动作使他能够轻松逃脱板边,同时轻松地将对手推入板边。同时轻松地将对手推向板边。 我们利用前投削弱了他在板边中容易循环的攻势,同时给予他在立回中更大的打击奖励。而在立回中给他更多的打击奖励。
              =======================================================================
              Forward Throw
              前投
              Rashid will now be further away from his opponent when successfully performing a forward throw. With the ability to stay at an advantage with a number of powerful strikes while in the corner after a forward throw, it was extremely difficult for opponents to escape this pressure. In order to reduce the number of situations where this can occur, we've altered the situation Rashid find himself in after a throw.
              现在,当成功执行前投时,拉希德将离对手更远。 在前投后的板边中,他能以多次强有力的打击保持优势。对手很难摆脱这种压力。 为了减少可能出现这种情况的次数,我们改变了拉希德在投掷后的处境。
              =======================================================================
              Overdrive Whirlwind Shot (Held) (↓↘→+Hold KK)
              OD旋风踢射(持有)(↓↘→+持有 KK)
              Overdrive Whirlwind Shot now requires less time held in order to fully power up, boosting its ease of use. It can know also be lined into from Rising Kick (Medium Punch > Heavy Kick).
              OD 现在,旋风踢射完全启动所需的时间更短,使用更方便。 它也可以从 Rising Kick(中拳>重脚)排入。
              =======================================================================
              Overdrive Spinning Mixer (↓↘→+PP)
              OD回旋搅(↓↘→+PP)
              Due to the number of hits, Overdrive Spinning Mixer often beat Drive Impact. This has been altered so that, like other characters' Overdrive moves, this will not occur.
              由于点击次数的原因,OD回旋搅经常会击败斗气迸放。 回旋搅经常战胜斗气迸放。 经过修改后,与其他角OD技能一样,不会出现这种情况。
              Note: Akuma has also received a balance change in the same vein.
              注:豪鬼也收到了同样的平衡调整。
              =======================================================================
              Jumping Attacks (Modern Controls)
              跳跃攻击 (现代模式)
              Adjustment
              调整
              The following attacks can now be performed while jumping based on whether the Assist button is held:
              现在可以根据是否按住辅助键在跳跃时进行以下攻击:
              Assist Button Not Held:
              辅助按钮未按下:
              Light Attack During Jump - Jumping Light Punch
              轻跳跃过程中的攻击 -跳轻拳
              Medium Attack During Jump - Jumping Medium Punch
              跳跃过程中的中等攻击 -跳中拳
              Heavy Attack During Jump - Jumping Heavy Kick
              跳跃过程中的重击 -跳重脚
              Assist Button Held:
              按下辅助按钮:
              Assist Button + Light Attack During Jump - Jumping Light Kick
              辅助按钮 +轻跳跃时攻击 -跳轻脚
              Assist Button + Medium Attack During Jump - Jumping Medium Kick
              辅助按键 + 跳跃过程中的中等攻击 -跳中脚
              Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
              辅助键 + 跳跃时的重击 -跳重拳
              =======================================================================
              Forward Walk (During Burnout)
              向前行走(枯竭期间)
              Bug Fix
              错误修复
              Fixed an issue where the first frame of Rashid's forward would be faster than intended during burnout.
              修正了一个问题,即在枯竭时,拉希德'前进的第一帧会比预期的快。
              =======================================================================
              Standing Light Punch
              站轻拳
              Adjustment
              调整
              Extended forward momentum when using attack from Drive Rush by 3 frames.
              将使用绿冲攻击时的前冲力延长 3 F。
              =======================================================================
              Standing Medium Punch
              站中拳
              Adjustment
              调整
              Reduced pushback on Punish Counter.
              在确反康上减少后退.
              =======================================================================
              Jumping Heavy Punch
              跳重拳
              Bug Fix
              错误修复
              Fixed an issue where the Super Art gauge gain on block was the same as on hit.
              修复了一个问题:SA槽在格挡时的增益与命中时相同。
              =======================================================================
              Light Spinning Mixer (↓↘→ + Light Punch)
              轻回旋搅(↓↘→ +轻拳)
              Adjustment
              调整
              Extended knockback time for second hit on block by 3 frames. Missing with the third hit on opponent in Burnout will no longer leave you open to counterattack.
              将格挡第二击的击退时间延长 3 格。 在枯竭中第三次击中对手时如果失误,将不再有反击的机会。
              =======================================================================
              Medium Spinning Mixer (↓↘→ + Medium Punch)
              中回旋搅(↓↘→ +中拳)
              Adjustment
              调整
              Expanded hit box forward for the first hit.
              扩大第一击的打击范围。
              =======================================================================
              Boosted Medium Spinning Mixer (↓↘→ + Medium Punch)
              加强后中回旋搅(↓↘→ +中拳)
              Adjustment
              调整
              Timing of air attack invincibility changed from frames 5 to 8 to frames 3 to 11.
              空中攻击无敌的时间从第 5 至 8 F改为第 3 至 11 F。
              =======================================================================
              Overdrive Spinning Mixer (↓↘→ + Two Punches)
              OD回旋搅
              Adjustment
              调整
              Third hit will no longer hit grounded opponents.
              第三击将不再击中落地的对手。
              =======================================================================
              Overdrive Whirlwind Shot (Hold) (↓↘→ + Hold Two Kicks)
              OD旋风踢射(蓄力) (↓↘→ + 保持KK)
              Adjustment
              调整
              1. Reduced startup from 44 to 41 frames.
              1. 启动时间从44帧减少到41帧。
              2. Reduced full technique length from 79 to 76 frames.
              2。 将全技能长度从 79 帧减少到 76 帧。
              3. Extended time Air Current lasts by 10 frames.
              3. 将气流持续时间延长 10 帧。
              =======================================================================
              Overdrive Arabian Cyclone (↓↙← + Two Punches)
              OD阿拉布飓风(↓↙← +PP)
              Bug Fix
              错误修复
              Fixed an issue where Rashid would be unable to attack with a standing move or have his damage scaled with Perfect Parry scaling after succesfully Perfect Parrying with certain timings.
              修正了拉希德无法使用站立招式攻击或其伤害与精防修正成比例的问题。 修正在特定时间内成功完美招架后,无法使用站立招式攻击或使用精防比例伤害的问题。
              =======================================================================
              Overdrive Arabian Skyhigh (↓↙← + Two Kicks During Forward Jump)
              OD阿拉伯高空(↓↙← +KK期间前跳)
              Adjustment
              调整
              Expanded hit box upwards for the first hit during a combo only.
              仅在连击过程中向上扩展第一击的打击范围。
              =======================================================================
              Forward Throw
              前投
              Adjustment
              调整
              Increased distance from opponent on hit in the corner.在板边中增加与对手击中的距离。


              IP属地:广东50楼2025-06-04 13:02
              回复
                【AKI】
                Adjustment Summary
                调整摘要
                The main focus of A.K.I.'s changes were her combos and attack sequences. While some of her most commonly used combo starters were given scaling and weakened slightly, she has also received a number of new options to use in her combos.
                A.K.I. 的主要重点是她的变化在于她的连击和攻击顺序。 虽然她最常用的一些连招起手式被赋予了修正并略有削弱,但她也获得了许多新的连招选择。
                ======================================================================
                Standing Medium Punch
                站中拳
                With slightly more recovery on block, A.K.I. is no longer able to cancel her Standing Medium Punch into Toxic Wreath after a delay to punish opponents who move. However, she will now have Crouching Medium Kick blocked automatically after Drive Rush canceling from a blocked Standing Medium Punch, and an opponent in Burnout will no longer be able to interrupt Standing Medium Punch into Heel Strike (↓+PP>K). Because of the boost in power this adjustment brings we've also increased the pushback of Heel Strike on block against an opponent in Burnout.
                稍微增加一点格挡后的回复时间. 不再能在延迟后将站中拳取消为紫泡撒,以惩罚移动的对手。 不过,她现在会有蹲中腿格挡绿冲从格挡取消后,格挡会自动出现 站中拳而处于枯竭状态的对手将无法再将站中拳打断为蛇连咬(↓+PP>K)。 由于这一调整带来的威力提升,我们还增加了蛇连咬对格挡的后退,以对抗枯竭的对手。
                ======================================================================
                Medium Serpent Lash (↓↘→+Medium Punch)
                中蛇头鞭(↓↘→+中拳)
                Medium Serpent Lash is now faster on startup, and can more easily be used for both follow-up attacks and against opponents in the air. Because the hitbox appears faster now, we've also increased the amount of active frames to ensure it will still hit in combos where it was used previously.
                中型蛇头鞭现在的启动速度更快,可以更方便地用于后续攻击和对付空中的对手。 由于现在受击框出现的速度更快,我们还增加了有效帧数,以确保在之前使用它的连击中仍能命中。
                ======================================================================
                Normal/Overdrive Cruel Fate (↓↙←+K or KK)
                普通/OD凶袭刺(↓↙←+K 或 KK)
                With its hitbox during combos expanded forward, Cruel Fate is now easier to use as a part of combos. In particular, Cruel Fate is now easier to link to from Standing Heaving Kick on Punish Counter, making it much more usable to follow up your attacks in situations like whiff punishing.
                连击中的受击框向前扩展后,凶袭刺现在更容易作为连击的一部分使用。 特别是,凶袭刺现在更容易从确反康上的站立重击腿链接到凶袭刺上。使其在空挥惩罚等情况下跟进攻击时更加实用。
                ======================================================================
                Jumping Attacks (Modern Controls)
                跳跃攻击 (现代模式)
                Adjustment
                调整
                The following attacks can now be performed while jumping based on whether the Assist button is held:
                根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
                Assist Button Not Held:
                辅助按钮未按下:
                Light Attack During Jump - Jumping Light Punch
                轻跳跃过程中的攻击 -跳轻拳
                Medium Attack During Jump - Jumping Medium Punch
                中攻击跳跃过程中 -跳中拳
                Heavy Attack During Jump - Jumping Heavy Punch
                跳跃过程中的重击 -跳重拳
                Assist Button Held:
                按下辅助按钮:
                Assist Button + Light Attack During Jump - Jumping Light Kick
                辅助按钮 +轻跳跃时攻击 -跳轻脚
                Assist Button + Medium Attack During Jump - Jumping Medium Kick
                辅助按钮 +中攻击跳跃过程中 -跳中脚
                Assist Button + Heavy Attack During Jump - Jumping Heavy Kick
                辅助按键 + 跳跃时的重击 -跳重脚
                ======================================================================
                Standing Medium Punch
                站中拳
                Adjustment
                调整
                1. Increased recovery on block from 14 to 16 frames.
                1. 将格挡的恢复时间从 14 格增加到 16 格。
                2. Increased knockback time on block from 16 to 18 frames.
                2. 将格挡的击退时间从 16 格增加到 18 格。
                3. Extended buffer input grace period as attack recovery ends after missing or on block.
                3. 延长缓冲区输入宽限期,因为缺失或格挡时攻击恢复结束。
                ======================================================================
                Standing Heavy Punch
                站重拳
                Adjustment
                调整
                Increased pushback on block.
                在格挡上增加后退.
                ======================================================================
                Crouching Medium Punch
                蹲中拳
                Adjustment
                调整
                1. Reduced startup from 8 to 7 frames.
                1. 启动时间从 8 帧减少到 7 帧。
                2. Reduced the height of blowback on hit. Condition after an air combo will remain the same.
                2. 降低反吹高度击中。 空气组合后的状态将保持不变。
                ======================================================================
                Crouching Medium Kick
                蹲中腿
                Adjustment
                调整
                Increased initial scaling from 10% to 20%.
                将初始修正从 10% 提高到 20%。
                ======================================================================
                Crouching Heavy Kick
                下重脚
                Adjustment
                调整
                Extended hitbox around the feet after active frames end upwards. Hurtbox will now remain until recovery ends.
                活动帧结束后向上延伸受击框到脚周围。 受击框将一直保留到恢复结束。
                ======================================================================
                Chi Wen (→ + Heavy Punch)
                螭吻(→ +重拳)
                Adjustment
                调整
                Changed hit effect againt a mid-air opponent from blowback to blockback knockdown.
                将击中半空中对手的效果从反击改为阻挡击倒。
                ======================================================================
                Heavy Nightshade Pulse (↓↙← + Two Punches)
                重紫烟炮(↓↙← +PP)
                Adjustment
                调整
                Added initial scaling of 20%.
                添加了 20% 的初始修正。
                ======================================================================
                Medium Serpent Lash (↓↘→ + Medium Punch)
                中蛇头鞭(↓↘→ +中拳)
                Adjustment
                调整
                1. Reduced startup from 17 to 14 frames.
                1. 启动帧数从 17 帧减少到 14 帧。
                2. Increased active frames from 6 to 9 frames.
                2. 有效帧数从 6 帧增加到 9 帧。
                ======================================================================
                Normal/Overdrive Cruel Fate (↓↙← + Kick or Two Kicks)
                普通/OD凶袭刺(↓↙← + Kick 或KK)
                Adjustment
                调整
                Expanded combo hitbox forward for all normal version hits except the last hit, and all hits during Overdrive version.
                扩展连击受击框向前,适用于普通版本中除最后一击外的所有连击,以及OD版本中的所有连击。
                ======================================================================
                Overdrive Cruel Fate (↓↙← + Two Kicks)
                OD凶袭刺(↓↙← +KK)
                Adjustment
                调整
                Expanded collision pushbox upwards on block, making it more difficult to jump over the opponent.
                向上扩展了格挡的碰撞推框。使跳过对手变得更加困难。
                ======================================================================
                Heel Strike (Kick During Sinister Slide)
                蛇连咬(恶鬼蛇行期间踢球)
                Adjustment
                调整
                Increased pushback on block during burnout.
                在枯竭期间,增加了格挡上的后退。
                ======================================================================
                Back Throw
                后投
                Adjustment
                调整
                1. Increased recovery on hit by 7 frames.
                1. 恢复击中增加 7 格。
                2. Extended buffer input grace period as attack recovery ends on hit.2. 在攻击恢复结束时延长缓冲区输入宽限期击中.


                IP属地:广东51楼2025-06-04 13:05
                回复
                  2025-08-22 02:41:29
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                  【ED】
                  Adjustment Summary
                  调整摘要
                  Ed's ability to make use of his held Psycho Flicker after a forward throw in the corner was extremely powerful, especially against characters who didn't have a good way to reverse the pressure. We also took a look at his ability to start combos using his long-reaching normals, his ease of closing gaps after said combos, and routing using his Psycho Cannon Super Art. As a result, we've changed the situation he's left in after a forward throw, while giving him a new movement option from his iconic Psycho Flicker.
                  爱德在板边的前投后利用所持精神力闪刺拳的能力非常强大,尤其是在面对没有好办法扭转压力的角色时。 我们还考察了他利用长手普通技发起连段的能力、连段后轻松拉近距离的表现,以及使用精神炮弹超必杀构建连招的流畅度。基于分析,我们调整了他前投后的局势优势,同时为标志性的精神闪刺拳新增了移动派生选项。
                  =========================================================
                  Forward Throw
                  前投
                  Ed's advantage and position on a successful throw has been significantly altered, especially in the corner. Ed will no longer be able throw or hit with a held Psycho Flicker right as the opponent recovers, thus making continuing his attack after a forward throw much more risky.
                  爱德投掷成功后的优势和位置发生了重大变化,尤其是在板边中。 爱德将不再能够在对手恢复后立即投掷或命中所持的精神力闪刺拳,从而使前投后继续攻击的风险大大增加。
                  =========================================================
                  Psycho Flicker (↓↘→+K)
                  精神力闪刺拳(↓↘→+K)
                  With Psycho Flicker now cancelable into Kill Rush, the non-held version of the move can now be used as both a powerful space-controlling move that can quickly close space on counter hit, or as a new combo piece.
                  现在,精神力闪刺拳可以取消为诛杀步。现在,该招式的非固定版本既可以用作强大的空间控制招式,在打康命中时迅速封闭空间,也可以用作新的连招。
                  Additionally, after considering the high return gained on Punish Counter and the strength of the held version, we've increased the risk of using Psycho Flicker by adding a screen freeze on successful Perfect Parry.
                  此外,考虑到确反康获得的高回报和持有版本的优势,我们增加了使用精神力闪刺拳的风险,即在成功精防时增加屏幕冻结。
                  =========================================================
                  Jumping Attacks (Modern Controls)
                  跳跃攻击 (现代模式)
                  Adjustment
                  调整
                  The following attacks can now be performed while jumping based on whether the Assist button is held:
                  现在可以根据是否按住辅助键在跳跃时进行以下攻击:
                  Assist Button Not Held:
                  辅助按钮未按下:
                  Light Attack During Jump - Jumping Light Punch
                  轻跳跃过程中的攻击 -跳轻拳
                  Medium Attack During Jump - Jumping Medium Punch
                  跳跃过程中的中等攻击 -跳中拳
                  Heavy Attack During Jump - Jumping Heavy Kick
                  跳跃过程中的重击 -跳重脚
                  Assist Button Held:
                  按下辅助按钮:
                  Assist Button + Light Attack During Jump - Jumping Light Kick
                  辅助按钮 +轻跳跃时攻击 -跳轻脚
                  Assist Button + Medium Attack During Jump - Jumping Medium Punch
                  辅助按钮 +中攻击跳跃过程中 -跳中拳
                  Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                  辅助按键 + 跳跃时的重击 -跳重拳
                  =========================================================
                  Forward/Backward Walk (During Burnout)
                  前进/后退(枯竭期间)
                  Bug Fix
                  错误修复
                  Fixed an issue where Ed's movement would slow during Burnout.
                  修正了在枯竭移动过程中爱德移动速度会变慢的问题。
                  =========================================================
                  Normal/Overdrive Psycho Flicker (↓↘→ + Kick or Two Kicks)
                  普通/OD精神力闪刺拳(↓↘→ + Kick 或KK)
                  Adjustment
                  调整
                  Screen will now freeze on successful Perfect Parry.
                  现在屏幕会在成功精防时冻结。
                  Note: There is no difference in recovery after Perfect Parry of the normal version, regardless of whether the button was held or not.
                  注意:无论是否按住按钮,普通版本的精防之后的恢复都没有区别。
                  =========================================================
                  Normal Psycho Flicker (↓↘→ + Kick)
                  普通精神力闪刺拳(↓↘→ + Kick)
                  Adjustment
                  调整
                  Can now be canceled into Kill Rush (Forward/Backward).
                  现在可以取消为诛杀步(前进/后退)。
                  =========================================================
                  Medium/Heavy Psycho Uppercut (→↓↘ + Medium Punch or Heavy Punch)
                  中型/重型精神力上勾拳(→↓↘ +中拳或重拳)
                  Adjustment
                  调整
                  Decreased Super gauge gain.
                  减少超级槽增益。
                  Medium Version: 1200 to 1000
                  中型版本:1200 至 1000
                  Heavy Version: 1500 to 1200
                  重型版本:1500 至 1200
                  =========================================================
                  Forward Throw
                  前投
                  Adjustment
                  调整
                  1. Increased recovery by 2 frames.
                  1. 恢复时间增加 2 格。
                  2. Reduced knockdown time on hit.
                  2. 缩短击倒时间击中.
                  3. Reduced distance from opponent on hit in the middle of the screen.
                  3. 在板边中增加与对手击中的距离。
                  4. Increased distance from opponent on hit in the corner.
                  4. 在板边中增加与对手击中的距离。
                  5. Extended buffer input grace period as attack recovery ends on hit.5. 攻击恢复结束时,若命中则延长缓冲输入的宽限期。


                  IP属地:广东52楼2025-06-04 13:08
                  回复
                    【特瑞】
                    Adjustment Summary
                    调整摘要
                    Overall, Terry is character with where we feel the majority of his moves are at an acceptable place. Because of this, the focus for this update was to make his combos a bit easier to use, and to help a couple of his moves stand out a bit more with small tunings to their properties.
                    总的来说,特瑞是角色,我们认为他的大部分动作都在可以接受的位置。 因此,这次更新的重点是让他的连招更容易使用,并通过对其属性的小幅调整,让他的几个招式更加突出。
                    ============================================================================================
                    Standing Medium Punch
                    站中拳
                    With a slight boost to the reach of the move directly after the hitbox appears this attack should no longer hit at different times depending on the distance to the opponent. The window to use the target combo has also been expanded, making it easier to use after confirming Standing Medium Punch has hit.
                    在受击框出现后,这一招的攻击范围会直接略微提升,不再会根据与对手的距离而在不同的时间段击中对手。 使用目标连击的窗口也扩大了,使其在确认站中拳命中后更容易使用。
                    ============================================================================================
                    Power Drive (Medium Punch > Heavy Punch)
                    动力驱动 (中拳>重拳)
                    With both a damage boost and scaling addition, Power Drive will end up dealing around the same damage when used in a combo, but will deal more damage when an opponent is counter hit after trying to move first when blocking Standing Medium Punch.
                    在伤害提升和修正加成的双重作用下,在连击中使用 "强力驱动 "时,最终造成的伤害大致相同,但在格挡站中拳时,当对手试图先移动后被打康击中时,造成的伤害会更高。 站中拳.
                    ============================================================================================
                    Heavy Crack Shoot (↓↙←+Heavy Kick)
                    重型
                    With improvements to its usefulness as a projectile and tweaks to the third hit's hitbox, it should now be easier to ensure every hit connects when combing from Heavy Power Charge into Heavy Crack Shoot.
                    改进了其作为飞行道具的作用,并调整了第三击的受击框。现在,从 "重型强力冲锋 "组合为 "重型Crack Shoot"时,应该更容易确保每次攻击都能命中。
                    ============================================================================================
                    Jumping Attacks (Modern Controls)
                    跳跃攻击 (现代模式)
                    Adjustment
                    调整
                    The following attacks can now be performed while jumping based on whether the Assist button is held:
                    现在可以根据是否按住辅助键在跳跃时进行以下攻击:
                    Assist Button Not Held:
                    辅助按钮未按下:
                    Light Attack During Jump - Jumping Light Kick
                    轻跳跃过程中的攻击 -跳轻脚
                    Medium Attack During Jump - Jumping Medium Punch
                    中攻击跳跃过程中 -跳中拳
                    Heavy Attack During Jump - Jumping Heavy Kick
                    跳跃过程中的重击 -跳重脚
                    Assist Button Held:
                    按下辅助按钮:
                    Assist Button + Light Attack During Jump - Jumping Light Punch
                    辅助按钮 +轻跳跃时攻击 -跳轻拳
                    Assist Button + Medium Attack During Jump - Jumping Medium Kick
                    辅助按钮 +中攻击跳跃过程中 -跳中脚
                    Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                    辅助按键 + 跳跃时的重击 -跳重拳
                    ============================================================================================
                    Standing Medium Punch
                    站中拳
                    Adjustment
                    调整
                    1. Advantage on hit changed from +1 to +2 frames.
                    1. 优势击中由 +1帧变为 +2帧。
                    2. Expanded hitbox forward from first active attack frame.
                    2. 从第一个主动攻击帧开始向前扩展受击框。
                    3. Delayed timing to cancel into Power Drive/Power Shoot by 1 frame.
                    3. 将取消进入 "强力驱动"/"强力射击 "的时间延迟 1 格。
                    4. Extended timing to cancel into Power Drive/Power Shoot by 1 frame.
                    4. 将取消进入 "强力驱动"/"强力射击 "的时间延长 1 格。
                    ============================================================================================
                    Standing Medium Kick
                    站中脚
                    Adjustment
                    调整
                    Extended buffer input grace period as attack recovery ends.
                    攻击恢复结束时,延长缓冲区输入宽限期。
                    ============================================================================================
                    Standing Heavy Kick
                    站重脚
                    Adjustment
                    调整
                    Reduced pushback on Punish Counter.
                    在确反康上还原后退.
                    ============================================================================================
                    Crouching Medium Punch
                    蹲中拳
                    Adjustment
                    调整
                    1. Expanded hurtbox around the feet forward from attack startup until the attack is finished.
                    1. 从攻击开始到攻击结束,在双脚周围向前扩展受击框。
                    2. Delayed the timing the hurtbox around the arms disappears from 2 frames before recovery ends, to the end of recovery.
                    2. 将手臂周围的受击框消失时间从恢复结束前的 2 格延迟到恢复结束时。
                    ============================================================================================
                    Crouching Light Kick
                    下轻脚
                    Adjustment
                    调整
                    Advantage on block changed from -3 to -2 frames.
                    格挡的优势从-3帧改为-2帧。
                    ============================================================================================
                    Crouching Heavy Kick
                    下重脚
                    Adjustment
                    调整
                    1. Reduced startup from 11 to 10 frames.
                    1. 启动时间从11帧减少到10帧。
                    2. Increased recovery from 23 to 24 frames.
                    2. 恢复时间从23F增加到24F。
                    3. Increased knockdown time on Punish Counter by 1 frame.
                    3. 将确反康的击倒时间增加 1 F。
                    4. Increased knockback time on block by 1 frame.
                    4. 将格挡的击退时间增加 1 F。
                    5. Increased blowback time on aerial hit by 1 frame.
                    5. 空中打击的反击时间增加 1 F。
                    ============================================================================================
                    Power Drive (Medium Punch > Heavy Punch)
                    动力驱动 (中拳>重拳)
                    Adjustment
                    调整
                    1. Increased damage from 700 to 1100.
                    1. 伤害从700增至1100。
                    2. Reduced startup from 16 to 15 frames.
                    2. 启动时间从16帧减少到15帧。
                    3. Added immediate scaling of 30%.
                    3. 增加了 30% 的即时修正。
                    ============================================================================================
                    Medium Power Wave (↓↘→ + Medium Punch)
                    中能量波
                    Adjustment
                    调整
                    Increased the time hurtbox around the arms lasts from 18 to 21 frames.
                    将手臂周围的受击框时间从 18 帧增加到 21F。
                    ============================================================================================
                    Round Wave (↓↘→ + Heavy Punch)
                    圆波(↓↘→ +重拳)
                    Adjustment
                    调整
                    Changed attack type from High to Low.
                    将攻击类型从 "高 "改为 "低"。
                    Overdrive Power Wave (↓↘→ + Two Punches)
                    OD功率波 (↓↘→ +PP)
                    Adjustment
                    调整
                    Increased the time hurtbox around the arms lasts from 16 to 21 frames.
                    将手臂周围的受击框时间从 16 帧增加到 21 帧。
                    ============================================================================================
                    Quick Burn (↓↙← + Light Punch)
                    快速燃烧 (↓↙← +轻拳)
                    Adjustment
                    调整
                    1. Increased distance moved during attack.
                    1. 增加攻击时的移动距离。
                    2. Expanded proximity block trigger forward.
                    2. 扩大近距离格挡向前触发。
                    3. After canceling from this attack, Super Art 3/Critical Art startup is now faster.
                    3. 取消此攻击后,超级必杀技3/CA启动速度更快。 3/CA启动速度更快。
                    ============================================================================================
                    Overdrive Quick Burn (↓↙← + Light Punch Heavy Punch)
                    OD快速燃烧 (↓↙← +轻拳重拳)
                    Adjustment
                    调整
                    1. Extended hitbox of second hit forward.
                    1. 第二击的受击框向前延伸。
                    2. Expanded proximity bock trigger forward.
                    2. 扩大了近距离触发器的前进方向。
                    Heavy Burn Knuckle (↓↙← + Heavy Punch)
                    ============================================================================================
                    重燃烧指节拳 (↓↙← +重拳)
                    Adjustment
                    调整
                    Expanded timing to cancel into Super Art 3/Critical Art from to 1 to 5 frames from 1 frame.
                    扩大了取消进入超级必杀技的时机。 3/CA从 1 格取消到 5 格。
                    Overdrive Burn Knuckle (↓↙← + Two Punches)
                    ============================================================================================
                    OD燃烧指节拳(↓↙← +PP)
                    Adjustment
                    调整
                    Extended hitbox upward.
                    向上扩展受击框。
                    ============================================================================================
                    Medium Crack Shoot (↓↙← + Medium Kick)
                    中crack shoot
                    Adjustment
                    调整
                    Increased damage on grounded opponent from 700 to 900.
                    对落地对手的伤害从 700 增至 900。
                    ============================================================================================
                    Heavy Crack Shoot (↓↙← + Heavy Kick)
                    重crack shoot
                    Adjustment
                    调整
                    1. Reduced hurtbox around the feet downward on frames 17 to 27.
                    1. 第 17 至 27 格的脚向下减少了受击框。
                    2. Altered hurtbox after the hitbox appears, making it less likely to be hit from behind after jumping over a projectile.
                    2. 修改了受击框出现后的受击框,使其在跳过飞行道具后不容易被从后面击中。
                    3. Expanded hitbox upward on the 3rd hit during a combo.
                    3. 在连击的第 3 次击中时向上扩展受击框。
                    4. Increased maximum combo count for the 3rd hit.
                    4. 增加第 3 次连击的最大连击数。
                    5. Reduced combo count value for the 3rd hit.
                    5. 降低第 3 次连击的连击次数值。
                    ============================================================================================
                    Overdrive Crack Shoot (↓↙← + Two Kicks)
                    OD Crack Shoot(↓↙← +KK)
                    Adjustment
                    调整
                    Extended hitbox upward.
                    向上扩展受击框。
                    ============================================================================================
                    Twin Geyser (↓↙←↓↙← + Punch > Two Punches)
                    双重能量喷泉(↓↙←↓↙← +拳>PP)
                    Adjustment
                    调整
                    Reduced horizontal blowback on hit.减少水平反吹击中.


                    IP属地:广东57楼2025-06-04 13:25
                    回复
                      【不知火舞】
                      Adjustment Summary
                      调整摘要
                      With her powerful tools to keep opponent's away in mid and long ranges, as well as an ability to repeat certain avenues of attack with little risk, Mai was too effective at keeping her opponent's choices limited when she was on offense. As such, we've tweaked her Standing Heavy Kick and Kachousen, which we recognized as the main problem areas when it came to limiting the opponent. Additionally, we've changed the timing when Mai gains her Flame stocks, limiting the benefit she gained even when her Kagero no Mai was blocked.
                      不知火舞拥有强大的工具,可以在中距离和远距离阻挡对手,还能在几乎没有风险的情况下重复某些攻击途径,因此她在进攻时能有效地限制对手的选择。 因此,我们对她的站重脚和花蝶扇进行了调整。我们认识到这是限制对手的主要问题所在。 此外,我们调整了“舞”获得火焰充能的时机,限制了她即使在“阳炎之舞”被格挡时也能获得的收益。
                      ========================================================================================
                      Standing Heavy Kick
                      站重脚
                      With additional recovery and expansion of its hurtbox, Standing Heavy Kick is now riskier for Mai to use. Pushback on block has also been reduced, making it more likely for Mai to lose her turn.
                      随着其受击框的额外恢复和扩展,站重脚现在对不知火舞来说风险更大。因此,站重脚现在对不知火舞来说风险更大。 后退对格挡的攻击力也有所下降,这使得不知火舞更有可能失去她的回合。
                      ========================================================================================
                      Jumping Attacks (Modern Controls)
                      跳跃攻击 (现代模式)
                      Adjustment
                      调整
                      The following attacks can now be performed while jumping based on whether the Assist button is held:
                      现在可以根据是否按住辅助键在跳跃时进行以下攻击:
                      Assist Button Not Held:
                      辅助按钮未按下:
                      Light Attack During Jump - Jumping Light Punch
                      轻跳跃过程中的攻击 -跳轻拳
                      Medium Attack During Jump - Jumping Medium Punch
                      跳跃过程中的中等攻击 -跳中拳
                      Heavy Attack During Jump - Jumping Heavy Kick
                      跳跃过程中的重击 -跳重脚
                      Assist Button Held:
                      按下辅助按钮:
                      Assist Button + Light Attack During Jump - Jumping Light Kick
                      辅助按钮 +轻跳跃时攻击 -跳轻脚
                      Assist Button + Medium Attack During Jump - Jumping Medium Kick
                      辅助按键 + 跳跃过程中的中等攻击 -跳中脚
                      Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                      辅助键 + 跳跃时的重击 -跳重拳
                      ========================================================================================
                      Foward Walk
                      前走
                      Bug Fix
                      错误修复
                      Fixed an issue where Mai would not recover Drive gauge while walking forward.
                      修正了向前行走时不知火舞无法恢复斗气槽的问题。
                      ========================================================================================
                      Standing Heavy Punch
                      站重拳
                      Adjustment
                      调整
                      1. Drive gauge increase changed from 3000 to 2000.
                      1. 斗气槽从 3000 增至 2000。
                      2. Reduced pushback.
                      2. 减少后退.
                      ========================================================================================
                      Standing Heavy Kick
                      站重脚
                      Adjustment
                      调整
                      1. Increased recovery from 19 to 22 frames when the attack misses.
                      1. 攻击未命中时的恢复帧数从19提升至22。
                      2. Expanded body hurtbox forward from the end of active frames to the end of recovery.
                      2. 从攻击帧结束处向前扩展身体受击框,直至恢复结束。
                      3. Reduced pushback on block.
                      3. 在格挡上还原后退.
                      ========================================================================================
                      Crouching Light Punch
                      下轻拳
                      Adjustment
                      调整
                      Expanded attack hitbox upward.
                      向上进行受击框扩大攻击。
                      ========================================================================================
                      Crouching Heavy Kick
                      下重脚
                      Adjustment
                      调整
                      Increased recovery from 22 to 25 frames when the attack misses.
                      将攻击未命中时的恢复时间从 22 格增加到 25 格。
                      ========================================================================================
                      Normal/Overdrive Kachousen (↓↘→ + Punch or Two Punches)
                      普通/OD花蝶扇(↓↘→ +拳或PP)
                      Adjustment
                      调整
                      Expanded the projectile clash hitbox inward as the hitbox appears.
                      当受击框出现时,向内扩展飞行道具冲突受击框。
                      ========================================================================================
                      Normal/Boosted Kachousen (↓↘→ + Punch)
                      普通/增强花蝶扇(↓↘→ +拳)
                      Adjustment
                      调整
                      1. Hurtbox around the legs will now last until recovery has fully completed.
                      1. 现在,腿部周围的受击框将持续到完全恢复为止。
                      2. Hurtbox around the arms will now last for 27 frames from attack startup.
                      2. 现在,手臂周围的受击框将从攻击启动开始持续 27 格。
                      ========================================================================================
                      Normal Boosted Kachousen (Held) (↓↘→ + Hold Punch)
                      普通提升花蝶扇(蓄力) (↓↘→ + 蓄力拳)
                      Adjustment
                      调整
                      1. Added a projectile invincible hurtbox at the feet from the 3rd frame.
                      1. 从第 3 格开始,在脚下添加了一个飞行道具无敌受击框。
                      2. Expanded body hurtbox forward from the 19th frame to the end of recovery when the button is held.
                      2. 按住按钮时,从第 19 格到恢复结束,身体受击框向前扩展。
                      ========================================================================================
                      Normal/Boosted Kachousen (Held)
                      普通/增强花蝶扇(蓄力)
                      Overdrive Normal/Boosted Kachousen
                      OD普通/增强花蝶扇
                      Overdrive Boosted Kachousen (Held)
                      OD强化花蝶扇(蓄力)
                      Overdrive Normal/Boosted Midare Kachousen
                      OD普通/增强乱花蝶扇
                      Adjustment
                      调整
                      Removed proximity block trigger from fans after bouncing.
                      删除了扇子弹跳后的锁防(?)
                      ========================================================================================
                      Overdrive Normal/Boosted Kachousen (↓↘→ + Two Punches)
                      OD普通/增强花蝶扇(↓↘→ +PP)
                      Adjustment
                      调整
                      1. Increased Drive Gauge gained when Drive Parrying/Perfect Parrying the normal version from 2500/2500 to 5000/5000.
                      1. 增加斗气槽在蓝防时的收益。/精防的普通版本从 2500/2500 提升至 5000/5000。
                      2. Increased Drive Gauge gained when Drive Parrying/Perfect Parrying the Overdrive version from 1250/1250/2500 to 2500/2500/5000.
                      2. 提高蓝防时获得的斗气槽。/Perfect Parrying 的OD版本从 1250/1250/2500 增加到 2500/2500/5000。
                      ========================================================================================
                      Normal/Boosted Midare Kachousen (↓↘→ + Hold Two Punches > → + Punch)
                      普通/强化乱花蝶扇(↓↘→ + Hold PP> → +拳)
                      Adjustment
                      调整
                      Only one fan will remain and bounce now after only one of the 3rd and 4th fans clash with an opponent's moves.
                      在第 3 和第 4 个扇形中,只有一个扇子与对手的动作相撞后,才会剩下一个扇子并弹起。
                      ========================================================================================
                      Light Normal/Boosted Ryuuenbu (↓↙← + Light Punch)
                      轻普通/强化龙炎舞(↓↙← +轻拳)
                      Adjustment
                      调整
                      Increased Drive gauge gain from 1000 to 2000.
                      将斗气槽增益从 1000 提高到 2000。
                      ========================================================================================
                      Medium Ryuuenbu (↓↙← + Medium Punch)
                      中龙炎舞(↓↙← +中拳)
                      Adjustment
                      调整
                      Increased Drive gauge gain from 2000 to 3000.
                      将斗气槽增益从 2000 提高到 3000。
                      ========================================================================================
                      Normal Hishou Ryuuenjin (→↓↘ + Kick)
                      普通飞翔龙炎阵(→↓↘ + Kick)
                      Adjustment
                      调整
                      Increased combo count upper limit.
                      增加连击数上限。
                      ========================================================================================
                      Normal/Overdrive Musasabi no Mai (Normal/Boosted) (↓↙←+P or PP during a forward jump)
                      普通/OD鼯鼠之舞(普通/Boosted) (↓↙←+P or PP during a前跳)
                      Adjustment
                      调整
                      Will now be standing when hit during recovery instead of crouching.
                      现在在恢复过程中被击中时会站立,而不是蹲下。
                      ========================================================================================
                      Normal/Overdrive Boosted Musasabi no Mai (↓↙← + Punch or Two Punches During Foward Jump)
                      普通/OD助推鼯鼠之舞(↓↙← +拳或PP向前跳跃时)
                      Bug Fix
                      错误修复
                      Fixed an issue where the normal version would be performed when the Overdrive version two-button input was slightly mistimed with Flame stocks.
                      修正了一个问题,即当OD版本的双键输入与火焰库存的时间稍有误差时,会执行普通版本。
                      ========================================================================================
                      SA1 Normal/Boosted Kagerou no Mai (↓↘→↓↘→ + Punch)
                      SA1普通/Boosted阳炎之舞(↓↘→↓↘→ +拳)
                      Adjustment / Bug Fix
                      调整/修正错误
                      1. Flame stocks will now be gained at the end of recovery instead of on attack startup.
                      1. 火焰存量现在将在恢复结束时获得,而不是在攻击启动时。
                      2. Fixed an issue where Flame stocks would not be consumed when using the Flame stock boosted version.
                      2. 修正了一个问题,即在使用火焰存量增强版时,火焰存量不会被消耗。
                      ========================================================================================
                      SA3/CA Shiranui Ryuu: Enbu Ada Zakura (↓↙←↓↙← + Punch)
                      sa3/ca不知火流·炎舞仇樱(↓↙←↓↙← +拳)
                      Adjustment
                      调整
                      Added 50% damage scaling to non-cinematic version.
                      为没进动画的版本增加 50%伤害修正。
                      Drive Reversal
                      斗气反攻
                      Adjustment
                      调整
                      Expanded hitbox during frames 1 and 2 to match frame 3 in order to prevent hitbox from expanding further while active.将第 1 和第 2 帧中的受击框扩展到第 3 帧,以防止受击框在激活时进一步扩展。


                      IP属地:广东58楼2025-06-04 13:32
                      回复
                        【总体调整】
                        概要:
                        1、精防
                        除非按住正确的方向,否则在成功执行完美招架时不会再出现时停。精防下段攻击需要拉1,精防上段攻击需要拉4。卡普空的解释大意是精防碰瓷扭转局势会让人沮丧,前几次的修改都没有很好地平衡精防的收益和风险,因此,这次改动增加了精防的输入要求,从而减少碰瓷成功率。对于飞行道具,精防仍然维持原样(即没有时停)。因为精防让姿势更加重要了,为了应对精防的系统性改动,对许多角色的下段技能进行了调整。
                        这一改动也意味着对绿冲攻击进行完美招架将变得更加困难。考虑到这一点,为不能取消至其它攻击的下段技能赋予了修正,以减轻其在绿冲下使用时的强度。因为这些技能在绿冲后能继续连段,而且被防安全。
                        根据预期,长下端技会成为有力的气功招式,因此对于2MK能够取消的角色做出了调整,2MK取消至轻攻击后不再能躲投,鼓励对手防住由2MK取消的绿冲轻攻击后立刻反投【1】。
                        在原先,由于精防适用于所有打击,因此在试图压起身时,下蹲轻踢被精防也很常见。 再加上大多数轻拳都能带来更多优势,因此下轻踢被认为是优先级较低的招式。随着精防的调整,2LK的使用率应该会增加。调整了轻攻击后的击退,增加了轻攻击打乱动的能力(不算太懂,原文:We have also made it more likely for consecutive light attacks to reach with alterations to advantage and pushback on block to light moves.)
                        在现代辅助连招中,我们将下蹲轻攻击作为连击串中的第 2 次攻击,因此现代可以使用与经典控制类似的方式进行攻击
                        2、拆投
                        拆投成功恢复斗气槽和超级必杀技槽。
                        延迟拆将成为一个高风险但低回报的防御选择。
                        从此以后,44或者跳将会是应对投的一个更好的选项,拆投的重要性下降。
                        为了在防守时为玩家提供另一个有价值的近距离选择,我们决定在拆投成功后给予更多资源。 这会成为玩家枯竭前摆脱困境的一个有利选择
                        3、横扫(sweeps)
                        除了减少攻击帧的第一帧的受击框之外,我们还进行了调整,使普通或打康命中时,玩家仍能进行恢复。
                        通过大大降低攻击启动后的受击框,虽然在攻击格挡或未命中的情况下会有一定的风险,但现在这种攻击可以更频繁地战胜其他先置技能。 当血量所剩无几或手头拮据时,请记住这个选项。
                        另一方面,这一招现在可以在普通或反击后恢复,因此命中后的进攻形势也大为不同。 现在,每个角色都会有不同的起身玩法,所以要好好学习。
                        由于这一改动,在对手起身前击倒对手并换边的策略已经不复存在,除非攻击击中为确反康。
                        请注意,沿地面滑动的攻击不受此变化的影响。
                        3、现代模式
                        1. 跳跃攻击
                        在按下辅助键的同时按下攻击键,就能在空中使用不同的跳跃攻击。 一般来说,好的空对地攻击需要按下辅助键,而适合空对空情况的攻击现在是普通跳跃攻击。
                        2. 现在可以从快速取消轻攻击开始执行独特的辅助连击。由于使用现代模式时辅助连击的属性,除了某些角色之外,无法在第二次轻攻击后连击。除了某些角色之外,无法在第二次轻攻击后连击。 不过,考虑到 "完美招架 "所做的改动,现在比以往任何时候都更需要混合高低级别的攻击,因此通过从快速取消轻攻击开始执行↓+AUTO+轻,现在可以执行以轻攻击开始的独特辅助连招【2】。这个独特的辅助连招与每个角色的辅助连招1 完全相同,但当快速取消时,无论攻击是否命中或格挡,它都会持续到结束。
                        【详细内容,*为修bug】
                        1、板边跳*
                        修正了一个问题,即在对舞台板边中的对手施放前跳时,玩家1 和玩家2 的行为会有所不同。
                        2、板边某些角色的行为*
                        修正了一个问题,即在舞台的板边处完美招架后,以打康的形式进行某些向前移动的攻击时,角色会换边。
                        3、前进时斗气槽回复
                        斗气槽现在,在向前移动后,从第 11 帧及以后的帧开始恢复。立即施展OD技能后的冷却时间不会受到影响,因为斗气恢复的量会随时间推移而变化。
                        4、完美招架要求
                        某些攻击的完美招架条件有所改变。如果没有使用正确的格挡方向输入,完美招架时出现的屏幕冻结将不再发生。
                        上段、中段攻击:4+蓝防
                        下段攻击:1+蓝防
                        如果玩家进行了错误的格挡输入,完美招架将不会触发,但他们将比普通招架恢复更多的斗气槽。对于不会触发屏幕冻结的飞行道具,旧的完美招架输入仍然适用。训练模式中,调整开关格挡的设置也据此发生了变化。
                        5、精防缓冲输入*
                        修正了一个问题,即在缓冲输入时间较长的攻击中执行完美招架时,缓冲输入会完全丢失。
                        6、动态控制*
                        修正了一个问题,当时间耗尽时,如果角色在空中,某些输入会导致击中不在地面上。 此修复会影响嘉米,爱德,城管,特瑞和不知火舞。
                        7、辅助连招
                        *修正了一个问题,如果辅助连招的第一次攻击未命中,而相同的攻击作为缓冲输入时,会导致缓冲输入丢失。
                        统一了从辅助连招第一次攻击到第二次攻击的输入周期。 现在,输入时间统一为第 1 次攻击的攻击受击框出现前的一帧。这样做是为了防止无意中对辅助连招进行第二次攻击。
                        在快速可取消轻攻击后按↓+辅助按键+轻攻击按键。 玩家可以使出一个新的、下段攻击起手的辅助连招。由于完美招架的条件发生了变化,以前无法从近身轻攻击中分离出上段攻击和下段攻击,这限制了与经典控制相比的进攻选择。对于某些角色来说,这个新的辅助连招与已有的辅助连招1结构相同,但这个辅助连招的条件略有不同,反复按辅助键+轻攻击就可以对最后一击执行辅助连招,而不管它是格挡还是命中。
                        8、跳跃攻击 (现代模式)
                        现在可以根据是否按下辅助键使用不同的跳跃攻击。 跳跃攻击的一般规则如下。
                        普通:对空中对手有效的攻击
                        辅助按钮:对地面上的对手进行有效攻击当跳起来攻击空中的对手时,快速思考和行动的能力是最重要的。 为了避免在这些情况下增加控制的复杂性,我们设计了这一改动,使在空对空情况下有效的攻击可以在不按辅助按钮的情况下进行。对于拥有相同向下攻击方向且力量相同的跳跃攻击的角色,在通常情况下将执行先前使用的跳跃攻击。(For characters that had jumping attacks with the same downward attack direction of the same strength, the jump attack that was previously used will be performed under the Normal situation.)
                        有关每个角色所执行的移动的详细信息,请访问相应部分。
                        9、普通投掷*
                        修正了在Drive Parry后进行普通投掷时,即使在确反康情况下也会投掷不中的问题。 这一变更影响到 A.K.I.。 (向前和向后投掷)和城管(后投)
                        10、后投*
                        修正了一个问题,即当对手使用技能时,后投会被误解为向前投掷,而当玩家的攻击恢复即将结束时,技能会导致暗屏过渡。
                        11、普通投和指令投*
                        修正了一个问题,即如果两个玩家同时尝试投掷,在某些情况下,结果会固定在一边,而不是如预期的那样随机。
                        12、拆投
                        增加斗气和超级必杀技的数量 成功拆投后获得的槽。
                        13、下重脚
                        1. 统一了击中和打康命中行为,现在您可以从这两种行为中向后恢复(后起身?)不同的角色击中后的情况不一样。这一变更影响到 A.K.I.。 和爱德的蹲重拳而不是它们的下重脚。而不适用于DJ。
                        2. 减少第一个活动帧上的受击框。
                        3. 增加恢复结束时的缓冲输入时间。
                        部分不太确定的建议看原文:
                        【1】
                        In anticipation of long-reaching lows becoming a powerful way to begin offense, characters that are able to cancel their crouching medium kicks will no longer be able to evade an opponent's throw after having their Drive Rush > Light Attack blocked from crouching medium kick. This will require the opponent to throw as soon as they are able.
                        【2】
                        Due to the properties of Assisted Combos when using Modern controls, it wasn't possible to look for a combo after a second light attack with the exception of some characters. However, considering the changes made to Perfect Parry, it's now more important to mix up the high/low levels of attacks more than ever, so by performing ↓+AUTO+Light from a rapid cancel light attack, you can now perform a unique Assisted Combo that begins with a light attack.


                        IP属地:广东61楼2025-06-04 14:46
                        回复
                          【卢克】
                          摘要:
                          对于卢克,我们修改了其连击的一些细节,包括中型迅闪指节拳的蓄力版本。并调整了OD中一些不常用的攻击方式。 此外,我们还做了一些小的调整,比如调整了他的回返连击和板边中的连击伤害,让他玩起来感觉更好。
                          1、中迅闪指节拳(保持) (↓↙←+蓄力中拳)
                          完美版的中招迅闪指节拳出招速度很快,并能与蹲重拳连击造成巨大伤害,但去掉完美版中的连击修正后,它的区别就更明显了,因此我们对攻击方式进行了调整,即使你错过了完美版的连击,只要执行得当,连击仍会接上。 为配合此项调整,我们移除了一个设定——原先格挡版若与斗气迸放相撞,其恢复时间会更短。
                          2、回返连击(中拳>中拳>中拳>中拳)
                          击中后卢克将获得比以前更多的斗气槽,击倒时间也有所增加,使你可以向前冲刺进入站重脚进行肉搏,为卢克提供一些有利的起身选择。
                          3、轻上升勾拳(→↓↘+轻拳)
                          我们大大增加了连击数上限值,因此可以在杂耍连击中更频繁地使用。 你会发现这样做的机会更多,尤其是在板边中。这有助于减轻卢克的挫败感,因为一旦他将对手逼入板边,他的连击威力就会下降。
                          【详细改动,*为修bug】
                          跳跃攻击 (现代模式)
                          Adjustment
                          调整
                          The following attacks can now be performed while jumping based on whether the Assist button is held:
                          现在可以根据是否按住辅助键在跳跃时进行以下攻击:
                          Assist Button Not Held:
                          辅助按钮未按下:
                          Light Attack During Jump - Jumping Light Punch
                          轻跳跃过程中的攻击 -跳轻拳
                          Medium Attack During Jump - Jumping Medium Punch
                          跳跃过程中的中等攻击 -跳中拳
                          Heavy Attack During Jump - Jumping Heavy Kick
                          跳跃过程中的重击 -跳重脚
                          Assist Button Held:
                          按下辅助按钮:
                          Assist Button + Light Attack During Jump - Jumping Light Kick
                          辅助按钮 +轻跳跃时攻击 -跳轻脚
                          Assist Button + Medium Attack During Jump - Jumping Medium Kick
                          辅助按键 + 跳跃过程中的中等攻击 -跳中脚
                          Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                          辅助键 + 跳跃时的重击 -跳重拳
                          =====================================================
                          鼻破(现代模式)
                          (↓ + 中攻击 > ↓ + 中攻击)
                          使用现代模式的第二次攻击的输入窗口时间从第 2 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                          =====================================================
                          三连冲击(现代模式)
                          (轻攻击 >轻攻击 >轻攻击)
                          使用现代模式的第 3 次攻击的输入窗口时间从第 3 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                          =====================================================
                          Crouching Light Kick
                          下轻脚
                          1. 恢复时间从 12 帧变为 11 帧。
                          2. 优势击中从 -1 帧变为 0 帧。
                          3. 格挡的优势从-5 帧改为-3 帧。
                          =====================================================
                          Standing Heavy Kick
                          站重脚
                          在第 8-15 格之间向上减少脚部周围的受击框。
                          =====================================================
                          Outlaw Kick
                          亡命踢
                          (← +重脚)
                          1. 格挡的优势从-5 帧改为-3 帧。
                          2. 被防后退减少.
                          3. 调整后,如果从绿冲处发动的攻击被格挡,则仍会保留一定的前进动力。
                          =====================================================
                          Snapback Combo
                          回返连击
                          (中拳>中拳>中拳)
                          1. 击倒时间击中增加 1 帧。
                          2. 斗气槽第 3 次攻击的增幅从 400 改为 1000。
                          3. 斗气槽第 4 次攻击的增幅从 500 改为 2000。
                          =====================================================
                          Normal Sand Blast
                          普通砂爆
                          (↓↘→ +拳)
                          Adjustment
                          调整
                          1. 在攻击受击框出现前的一帧至第 2 个有效帧之间,手臂向后减少受击框。
                          2. 被防后,对对方斗气槽的削减从 2500 改为 3000。
                          =====================================================
                          Overdrive Sand Blast
                          OD砂爆
                          (↓↘→ +PP)
                          1. 斗气槽对格挡的削减从 2000 改为 3000。
                          2. 将可以取消进入致命发射的时间延长 5 F。
                          =====================================================
                          Fatal Shot
                          致命发射
                          (↓↘→ +PP>PP)
                          将攻击启动从 12 帧改为 8 帧。
                          =====================================================
                          Charged Medium Flash Knuckle
                          蓄力中型迅闪指节拳
                          (↓↙← +中拳(保持))
                          1. 攻击启动从 30 帧改为 29 帧。
                          2. 吸收霸体攻击时,恢复能力不再降低。(Recovery is no longer reduced when absorbing an attack with super armor.)
                          =====================================================
                          Overdrive Aerial Flash Knuckle
                          OD空中迅闪指节拳
                          (↓↙← +PP, 立回or前跳中)
                          1. 增加击中空中对手时的水平反击距离。
                          2. 为了防止在恢复过程中因对手的位置而切换输入,现在输入取决于卢克朝向的方向。
                          =====================================================
                          Light Rising Uppercut
                          轻上升勾拳
                          (→↓↘ +轻拳)
                          增加连击数上限
                          =====================================================
                          Overdrive Impaler
                          OD穿刺者
                          (↓↘→ +KK> K)
                          格挡的优势从-5 帧改为-3 帧。


                          IP属地:广东63楼2025-06-04 14:56
                          回复
                            【杰米】
                            【调整摘要】
                            对于杰米,我们研究了如何调整他的站中脚。站中脚在中远距离控制立回的能力很强,但在失误时会增加风险。 此外,我们还增加了他在近距离连招中可以使用的各种技能,提高了他进攻时的回报率。
                            1、站中脚
                            我们对其进行了调整,使其失误时的受击框会持续一段时间,因此削弱了杰米用站中脚控制距离的能力(?),但我们加快了其启动速度,使其可以在确反康时从下轻拳或蹲中拳连击。使其在进行打康攻击时又多了一种选择。
                            2、流醉拳 (普通/OD)
                            最后的攻击可以取消为超级必杀技,使其在连击中更加实用。在OD版本中,你可以将其取消为超级必杀技的2级攻击,使其成为一个强大的攻击选择,即使攻击为格挡时也是如此。调整非 4 酒轻和中型版本的移动距离,是为了缓解第一次攻击击中之后的攻击会失误的问题。(应该是类似于例如立回中5MK\2MK接不上轻流醉?)
                            【调整细则,带*为修bug】
                            跳跃攻击 (现代模式)
                            Adjustment
                            调整
                            The following attacks can now be performed while jumping based on whether the Assist button is held:
                            根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
                            Assist Button Not Held:
                            辅助按钮未按下:
                            Light Attack During Jump - Jumping Light Kick
                            轻跳跃过程中的攻击 -跳轻脚
                            Medium Attack During Jump - Jumping Medium Punch
                            中攻击跳跃过程中 -跳中拳
                            Heavy Attack During Jump - Jumping Heavy Kick
                            跳跃过程中的重击 -跳重脚
                            Assist Button Held:
                            按下辅助按钮:
                            Assist Button + Light Attack During Jump - Jumping Light Punch
                            辅助按钮 +轻跳跃时攻击 -跳轻拳
                            Assist Button + Medium Attack During Jump - Jumping Medium Kick
                            辅助按钮 +中攻击跳跃过程中 -跳中脚
                            Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                            辅助按键 + 跳跃时的重击 -跳重拳
                            =============================================================
                            幻醉舞(现代模式)
                            (↘ + 重击 > 重击 > 重击)
                            使用现代模式的第三次攻击的输入窗口时间从第 2 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                            =============================================================
                            圆月腿(现代模式)
                            (→ +中攻击>中攻击>中攻击)
                            使用现代模式的第三次攻击的输入窗口时间从第 3 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                            =============================================================
                            乱醉旋(现代模式)
                            (→ + 重攻击 > ← + 重攻击 > 攻击)
                            使用现代模式的第三次攻击的输入窗口时间从第 2 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                            =============================================================
                            后走*
                            修正了杰米继续向后走时移动速度会降低的问题。
                            =============================================================
                            Standing Medium Punch
                            站中拳
                            命中 +5 F变为 +6 F。目押苦手的福音。
                            =============================================================
                            Standing Heavy Punch
                            站重拳
                            碰撞推箱向上扩展,使杰米在连击过程中更难从空中的对手下方穿过。疑似会让天晴脚追梦连变得更宽松。
                            =============================================================
                            Standing Medium Kick
                            站中脚
                            1. 攻击启动从 10 帧变为 9 帧。
                            2. 攻击未命中时的恢复时间从 17 帧变为 18 帧
                            3. 从攻击帧结束到招式恢复结束,在身体上向前扩展受击框。
                            =============================================================
                            Standing Heavy Kick
                            站重脚
                            优势击中从 +1帧变为 +3帧。
                            =============================================================
                            Crouching Light Punch
                            下轻拳
                            Extended momentum left Drive Rush by 1 frame.
                            将左侧绿冲的动量延长 1 格。(?)
                            =============================================================
                            Crouching Medium Punch
                            蹲中拳
                            1. 攻击未命中时的恢复时间从 13 帧变为 15 帧。
                            2. 当攻击向上未命中时,在第 16-17 格之间会在脚部周围出现扩展的受击框。 受击框将一直保留到恢复结束。
                            3. 当攻击为格挡或命中时,移除了第 16-17 格之间脚部周围的受击框。
                            =============================================================
                            Crouching Heavy Punch
                            蹲重拳
                            1. 攻击发生从 9 帧变为 8 帧。
                            2. 减少击中空中对手时的水平反弹。
                            =============================================================
                            The Devil Inside*
                            魔身
                            (↓↓ +拳)
                            修正了当杰米从 3 级升至 4 级时,按住魔身时斗气槽无法恢复的问题。
                            =============================================================
                            Bitter Strikes
                            锐钟打
                            (轻拳>轻脚>中拳)
                            最后一次攻击的优势击中从-2 格改为-1 格。
                            =============================================================
                            Full Moon Kick
                            圆月腿
                            Jamie will not longer drink if the kick button is held after the 2nd attack hits.
                            如果在第二次攻击命中后仍按住踢键,杰米将不再喝酒。应该是没那么容易串喝酒了。
                            =============================================================
                            Intoxicated Assault (Third Attack)*
                            酩酊袭(第三次攻击)
                            (← +重拳>重拳>重脚)
                            修正了一个问题,该问题导致在第三次攻击前设置的确反康受击框被误设为打康。
                            =============================================================
                            Normal/Overdrive Freeflow Strikes
                            普通/OD流醉拳
                            (↓↘→ +拳或PP> → +拳> → +拳)
                            1. 流醉拳第三段可以取消SA2,OD流醉第三段可以取消SA2。
                            2. 在普通版本的第二次攻击中增加 20% 的初始修正。
                            3. OD版本的第 1 次和第 2 次攻击增加 25%修正,第 2 次攻击增加 20% 的连击修正。
                            4. 当杰米位于一酒-三酒之间时,增加轻和中型版本的第一段攻击向前移动的距离。
                            =============================================================
                            Medium/Heavy Swagger Step
                            中型/重型醉疾步
                            (↓↙← +中拳或重拳)
                            Increased blowback time on the medium and heavy versions when hitting an airborne opponent.
                            增加中型和重型版本在击中空中对手时的反击时间。
                            =============================================================
                            Overdrive Swagger Step
                            OD醉疾步
                            (↓↙← +PP)
                            将碰撞推框从攻击开始前的 4 帧向上扩展,直至有效帧结束。
                            =============================================================
                            Normal/Overdrive Arrow Kick
                            普通/OD挽弓腿
                            (→↓↘ + Kick 或KK)
                            1. 在轻版本中增加了 3 个攻击帧,并减少了 3 个恢复帧。
                            2. 在中型和重型版本中增加 2 个攻击帧,并减少 2 个恢复帧。
                            3. 当击中对手时,降低上攻击帧的反击效果。(Lowered blowback on the active frames added above when they hit an opponent.)
                            =============================================================
                            Light Bakkai
                            (↓↘→ +轻脚)
                            在连击中的第 3 和第 4 次攻击中增加了额外的攻击受击框,使其更容易击中高处的对手。
                            =============================================================
                            Heavy Bakkai
                            (↓↘→ +重脚)
                            1. 攻击启动从 26 帧改为 25 帧。
                            2. 在第 1 个攻击帧向后减少攻击框。


                            IP属地:广东64楼2025-06-04 15:22
                            回复
                              2025-08-22 02:35:29
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                              【曼侬】
                              【调整摘要】
                              曼侬拥有一种独特的能力,可以通过双目标连击将对手拉向自己,当第一次攻击击中为确反康时,我们对其命中效果进行了修改。 我们希望通过提高曼侬的移动速度来抵消她的移动速度慢,并在受到攻击后掌握主动权。另一方面,我们增加了站中拳失误时的风险,并调整了攻击格挡的劣势,使得曼侬在枯竭中连续串起站中拳攻击对手的可能性降低。地面动作(中拳>中脚)现在产生击倒效果,允许曼侬压起身。 重心转移(站重拳>站重拳)现在可以在将对手拉入的同时将其发射,因此你可以直接进入连招,通过环岛点(↓↘→+KK)和其他攻击。其他调整还包括取消了轻版环岛点的击倒效果,使该招式的各种强度更加多样化。 现在,在轻版本命中后,曼侬可以继续以以前无法做到的方式发动攻势。
                              【调整细则,*是修复bug】
                              跳跃攻击 (现代模式)
                              Adjustment
                              调整
                              The following attacks can now be performed while jumping based on whether the Assist button is held:
                              根据是否按住辅助键,现在可以在跳跃时进行以下攻击:
                              Assist Button Not Held:
                              辅助按钮未按下:
                              Light Attack During Jump - Jumping Light Punch
                              轻跳跃过程中的攻击 -跳轻拳
                              Medium Attack During Jump - Jumping Medium Punch
                              中攻击跳跃过程中 -跳中拳
                              Heavy Attack During Jump - Jumping Heavy Kick
                              跳跃过程中的重击 -跳重脚
                              Assist Button Held:
                              按下辅助按钮:
                              Assist Button + Light Attack During Jump - Jumping Light Kick
                              辅助按钮 +轻跳跃时攻击 -跳轻脚
                              Assist Button + Medium Attack During Jump - Jumping Medium Kick
                              辅助按钮 +中攻击跳跃过程中 -跳中脚
                              Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
                              辅助按键 + 跳跃时的重击 -跳重拳
                              =====================================================
                              À Terre (Modern Controls)
                              (Medium Attack > Medium Attack)
                              使用现代模式的第二次攻击的输入窗口时间从第 2 帧开始改为第 5 帧开始。 此外,现在更难发生意外输入。
                              =====================================================
                              Standing Medium Punch
                              站中拳
                              1. 恢复时间从 14 帧变为 15 帧。
                              2. 击退时间击中增加 1 格。
                              3. 格挡的优势从-1 帧变为-2 帧。
                              =====================================================
                              Crouching Medium Punch
                              蹲中拳
                              1. 攻击未命中时的恢复时间从 13 帧变为 15 帧。
                              2. 当攻击未命中时,在第 14-15 格向前扩展受击框。
                              =====================================================
                              Crouching Light Kick
                              下轻脚
                              Advantage on block changed from -5 to -3 frames.
                              格挡的优势从-5 帧改为-3 帧。
                              =====================================================
                              Crouching Medium Kick
                              蹲中腿
                              添加了 20% 的初始修正。
                              =====================================================
                              À Terre
                              地面动作
                              (中拳>中脚)
                              Adjustment
                              调整
                              1. Changed the effect of standing medium punch on Punish Counter from a knockback on the ground to a sweep knockdown.
                              1. 将站中拳对确反康的效果从地面击退改为横扫击倒。
                              2. Increased hitstop on standing medium punch on Punish Counter from 11 to 14 frames.
                              2. 将站中拳对确反康的命中停止从 11 帧提高到 14 帧。
                              =====================================================
                              Temps Lié
                              重心转移
                              (重拳>重拳)
                              Adjustment
                              调整
                              1. 将站重拳在确反康上的行为从地面击退改为反击倒地。(Changed the behavior of standing heavy punch on Punish Counter from a knockback on the ground to a blowback knockdown.)
                              2. 确反康时,将站重拳的攻击受击框横向扩展。
                              3. 将站重拳对确反康的命中停止从 13 帧提高到 15 帧。
                              4. 在第二次攻击时增加 20% 的连击修正。
                              5. 增加恢复结束时的缓冲输入时间。
                              =====================================================
                              Light Rond-point
                              轻环岛点
                              (↓↘→ +轻脚)
                              Adjustment
                              调整
                              1. 将击中地面上的对手时的效果从反击击倒改为尾旋。(Changed the effect when hitting an opponent on the ground from a blowback knockdown to a tailspin.)
                              2. 将超级必杀技3/CA取消的时机改为第二次攻击。
                              3. 增加恢复结束时的缓冲输入时间。


                              IP属地:广东65楼2025-06-04 15:28
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