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【DustloopWiki翻译】BBCF中移动与取消的那些事儿

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讲真我就是闲疯了想练练英语什么的。
所以拿BlazBlue开刀。
内容来自DustloopWiki。E文啃不动的话,
……我这不给你翻译了嘛。
这个坑一定填不完。
一些基础的系统解释我倒是应该可以填完。但是角色篇可就很头疼了
再说了,36个角色我就只会玩拉格纳打Easy电脑
刚刚玩拿铁直男啊不黑铁直人


IP属地:安徽1楼2019-09-04 22:30回复
    以及本人翻译带有一定主观和玩梗色彩。
    所以我把原文附上了。


    IP属地:安徽3楼2019-09-04 22:33
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      ————————
      Ground Recovery
      地面受身
      Unlike most other 2D fighting games, characters are vulnerable when they are lying on the ground. However, you can roll in different directions to escape an approaching opponent. You will automatically perform a Quick Tech after 68 frames if no action is taken.
      不像大部分其他的2D格斗游戏,在BB中,角色在地上趴着/躺着的时候并不是无敌的。但是,你可以往任何一个方向滚动以逃离一个正在靠近的对手。如果在地上68帧(1秒多)没做动作,你会自动做出一个快速起身。
      Forward Roll
      前滚
      6 + A/B/C
      1~3帧 完全无敌
      4~17帧 对投技无敌,如果被揍了相当于在空中被揍,
      18~30帧 可以开始防御了,如果被揍了会处于蹲姿。
      1~10帧 可以穿越对手
      Back Roll
      后滚
      4 + A/B/C
      1~10F 完全无敌
      11~17F 对投技无敌,如果被揍了相当于在空中受创
      18~30F 可以开始防御了,如果被揍了会处于蹲姿受创
      1~10F 可以穿越对手
      Quick Tech
      快速受身
      2 + A/B/C
      1~13F 对投技无敌,如果被揍了相当于在空中被揍,
      14~19F 对投技无敌,可以开始防御,可以取消为任何地面技,被揍则是站姿受创。
      趴地上68帧后自动快速起身
      Neutral Tech
      普通受身
      5 + A/B/C
      1~32F 完全无敌
      Emergency Tech
      紧急受身
      1~32F 完全无敌
      Unlike the other tech options, a Neutral tech can also be performed when touching the floor after being hit. This is called an Emergency Tech
      You can delay when you Emergency Tech in order to throw off the opponent's attack timing, but this carries some risk; 8F after you touch the ground, you can not Emergency Tech or Roll for 18 frames. The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier). This is used in many attack patterns to "force" the opponent to emergency tech or else they will eat a combo!
      The following time table shows a character's options and status during a knockdown.
      和其他的受身选项不同,普通受身在倒地接触地板的时候就能起身,也就是紧急受身。
      紧急受身的时间从倒地开始计算有8帧。
      你可以延迟紧急受身以打乱对手的攻击节奏,但这也有一些危险:倒地8帧后,在18帧的时间内你不可以紧急起身也不能滚动。对手可以在这段时间内击中你还能跟着来一套,尽管HUD提示连击数已经无效了(红字变蓝字并且提示间断点)(同时你也可以早一点逃脱)。有很多连招的会逼迫对手紧急受身,不然就等着吃一套吧。
      倒地36帧以内,对手的连击修正依然存在。
      ————————
      Hard Knockdown
      硬击落
      Certain moves like Ragna's 6B do a hard knockdown, which prevents emergency teching. Therefore using such a move, and then hitting the character again before they can move again is a legitimate combo and the HUD will not turn blue.
      有些招式,比如拉格纳的6B会造成一个硬击落(击中空中的对手),可以阻止紧急受身(练习模式中的硬直槽会变成红色?)。因此用这样的招式掺在连段中会让对手倒地后依然可以“合法”地追击。
      Crumple Recovery
      击垮恢复
      Some attacks place the opponent in a crumple state such as Jin's Sekkajin. The crumple state is vulnerable to attacks and after a period of time you will fall to the ground if you do not recover. To recover from crumple, press A/B/C. Crumple recovery takes 8 frames.
      If you are attacked during the recovery, you will be automatically block the attack high/low as appropriate. However, if you are thrown during frames 6-8 of recovery, you will be considered out of hitstun (for the purpose of differentiating between green and purple throws). If you are thrown by a command throw during frames 6-8, it will be inescapable, so watch out!
      有些攻击可以把对手打出一个时间较长的击垮状态,比如琴恩的22C。击垮状态是可以被追击的。如果一段时间不操作,被击垮的角色会趴下。
      按下A/B/C击垮恢复。需要8帧的时间。
      如果在恢复的时候被打,你会自动的防住对方的攻击,无论中段还是下段。然而,如果你在6帧到8帧期间被投了,你会被认为已经脱离了受创硬直(就是绿色感叹号的普通被投和有更长解摔时间的紫色双感叹号的被投的区别)。如果是指令投,就无法脱离了,要注意。
      ————————


      IP属地:安徽5楼2019-09-04 22:35
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        ————————
        Air Movement
        空中移动
        Air Option
        空中动作选择
        Air movement in BlazBlue (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Doing either is called using an air option, and most characters only have one air option. Air options are regained once the character touches the ground.
        Some characters have additional movement options like Taokaka, and thus can mix and match double jumps and air dashes (ex: double jump > air dash or air dash > air dash). However it's best to think of this on a case-by-case basis, as these characters are rare and often have other restrictions. For example, Bang can air dash twice in the air, but not triple jump, while Taokaka doesn't have this restriction.
        BlazBlue(还有大部分Arc社下的格斗……)的空中移动系统比较特殊——起跳后,你可以二段跳或者空中突进,但不能在空中一次性做它们两个。二段跳和突进都算作一次“空中动作选项”。大部分的角色只有一次“空中动作选择”。落地后选择次数就会重置。
        有些角色会有额外的选择次数,比如桃卡卡,可以起跳后混合二段跳和突进。(比如二段跳-突进,或者突进-突进,当然还有特色的三段跳)。但是因为这些角色比较少而且经常有其他的什么限制,最好针对实际情况仔细考虑。比如,邦哥可以空中突进两次,但是不可以三段跳,但是桃卡卡却没有这种限制。
        (闷热的人没有桃卡卡灵活喵!)
        Jump/Double Jump
        跳跃/二段跳
        Press any of the upward directions to jump. All characters except Tager can also perform a double jump by jumping again while midair. Ground jumps have some startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Special Attacks.
        Keep in mind momentum is conserved: a running GG9.png will move much farther than simply GG9.png at neutral.
        按下任何带有上方向的按键起跳(789)。除了帝卡以外所有的角色还可以在空中做出一次二段跳。地面跳跃有一定的起手动作,做出时依然会被认为在地上,对投技无敌,不可以防御,还可以取消掉跳跃起手动作到其他地面特殊攻击。
        记住,势能是存在的——跑动时按9比静止时按9跳的远得多。
        High Jump (Super Jump)
        高跳(超级跳)
        To High Jump, start from GG5.png, then quickly press any downward direction, then any upward direction. High Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; high jump over the opponent, then air dash away! Note that unlike Guilty Gear or Persona 4 Arena, you CAN double jump after a high jump.
        要做出超级跳,首先摇杆置中(5),快速点一下2,然后起跳(789)。高跳的起手和普通跳跃一样。高跳用于制造你和对手之间的垂直距离,也可以借此逃跑:高跳跳过对手,然后用突进脱离。注意下,不像罪恶装备或者女神异闻录4竞技场,你“可以”在高跳之后继续二段跳。
        Air Dash Forward/Backward
        空中突进/后方突进
        While airborne, press GG6.pngGG6.png to perform an air dash forward, and GG4.pngGG4.png to perform an air dash backward. This is used to cover large distances quickly, but is vulnerable during startup.
        A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs can be performed by pressing GG9.pngGG5.pngGG6.png for a forward air dash or GG7.pngGG5.pngGG4.png for a backward air dash. The idea is that the jump includes a directional input that can also count as an input for the air dash command.
        在空中时,按下66向前方突进,44往后方突进。这可以快速越过很长一段距离,但是起手动作时并不无敌。
        一个常见的战术是起跳后立刻突进,用于快速缩短距离以及避免某些地面攻击。实际上这种操作太常见了都有了自己的名字:直接空中突进(IAD)。IAD可以通过956(有个5,松一下再摁……)或者754使用。这个主意是因为斜向跳跃已经有了一个方向输入,接下来只要摁一下就了事了。
        (印象中咱这边还是说低空突进的多?)
        Air Ukemi (aka Air Tech)
        空中受身
        Hold a button and pick a direction with GG4.png, GG6.png, or GG5.png
        After getting hit in the air, hold the button down while you are getting hit in the air and you will Air Ukemi as soon as possible. By holding left, right, or no direction at all, you can choose the direction you recover.
        Air Ukemi takes 15 frames and you are fully invincible the entire time.
        If you touch the ground before you air ukemi, you can perform an Emergency Tech.
        Usually, you will want to ukemi immediately when possible, but opponents can take advantage of this behavior by setting up a mixup that you will be forced to block when you ukemi. A common counter to this tactic is to delay your ukemi in order to throw off the opponent's mixup timing, but this carries some risk; the opponent can simply hit you before you ukemi and continue to combo you!
        Unlike other games from Arc System Works, you do not normally regain your air option after an air ukemi! Keep that in mind, as once a character has used up their double jump/ air dash, they need to touch the ground before they can use those options again. This is useful for punishing the opponent once the situation arises; their movement is much more restricted and it's much easier to position yourself to punish the opponent.
        被揍到空中后,摁住一个按键和4或者6或者不摁方向,就会尽最快的可能做出空中受身。456决定受身的方向。
        空中受身需要15帧,完全无敌。
        如果在空中受身以前接触到了地面,那么做出的就是紧急受身了。通常情况下,都是尽可能空中受身,但是某些时候,你的对手可能会借此占得优势,比如在你空中受身的时候给你搞二则,让你不得不防御。一个常用的反击方式就是延迟受身,让对方的节奏被打乱,他那小心思也就不管使了(并不)。可是这也有风险(所以说并不,迫真)——你不受身,对面还能继续撵着你扁……
        不像其他的Arc社格斗,空中受身后你的空中的动作选项不会重置。记住咯,如果你已经用过一次空中动作,再想用就得先接触地面才行。(就算是某猫咪也有三段跳之后被揍的时刻,暴论)。这对于抓对手的破绽有不少帮助:他们的移动受到更多的限制,从你手爪子里逃脱的机会就更小了。
        (……前提是你得知道怎么去偷他们的屁股,比如我就不会。我只会打Easy人机。)
        Landing Recovery
        落地恢复
        Some airborne moves have landing recovery like Jin's air Hishouken. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable
        When landing from a jump, there is still a unique 5F landing recovery that disables certain actions for limited amounts of time.
        1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash
        5F after landing all actions are possible
        有些空中动作有落地动作,比如琴恩空中的236A。很简单的道理——落地之后会做出一个落地的动作,不用说了在这个期间是完全会被揍的。就算从跳跃中落地,也有一个特殊的5帧恢复。让你在一定的时间内无法使用某些动作。


        IP属地:安徽6楼2019-09-04 22:37
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          ————————
          Input Buffer
          输入缓冲
          Advanced Input
          高级输入
          When you hold down an attack button, the game repeats the button input every frame for as long as the button is held down for up to 3 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual.
          The technique is useful for punishing opponent's blocked attacks as quickly as possible.
          Similarly, the same principle can be applied to runs/backsteps/airdashes!
          If you input a run within 3F (speculated) of the end of an attack's recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wakeup, etc.
          This technique is especially useful for runs because it gives your attacks more range for free; by buffering both an attack and a run, you will attack as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on this property to link a running 5A/B/C/D or else the combo wouldn't work.
          One caveat to this is that advanced input for runs will not work when you are in a crouching state, such as after crouching attacks. Advanced inputs for buttons inputs will still work.
          当你摁下某攻击键的时候,假如摁下了持续3帧(推测数据),游戏会在每帧重复摁下这个键。也就是说一些难摁的连段,靠这种提早摁键输入的方法,会变得简单点。
          这个技巧在防住对手进攻的时候尽快反击的时候很有用。
          类似的,同样的技巧可以用在奔跑/后退步/空中冲刺!
          如果你在3帧(推测帧数)以内在一个攻击的结尾摁下奔跑,接下来不管你又输入了啥,只要游戏开始允许你能跑,你就会立刻?鋈ァT谀愕慕巧?荒芤贫??热缯?诜烙??蛘咂鹕淼氖焙颍?馑媸笨梢宰觥Ⅻbr>这个技巧对于奔跑是非常有用的,因为它白给了你的攻击更多的距离。同时缓冲一个攻击和奔跑,你会在向前滑动的时候攻击!(at黑铁直人)这个技巧对于链接连段和在防御后戳对手屁股都是很有用的。实际上,有些连段就依靠这个技巧来链接一个跑动的5A/B/C(***老出成6A/B/C)要不然连段的后续就白搭了。
          不过你最好小心点。奔跑的输入缓冲在你蹲着的时候是不管劲的,比如蹲姿攻击以后。但是对于出招的缓冲还是管劲的。
          Super Flash Buffer
          超必杀闪光缓冲
          During an opponent's super flash/freeze (when they perform a super attack, the screen freezes briefly), you can input commands and they will be executed immediately after the super flash ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's super attacks with an attack of your own.
          This buffer is often used to execute an invincible attack (such as an Overdrive, or your own super) that will avoid the opponent's attack! This is because supers usually have a bit of startup even AFTER the super flash. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack!
          Normally, every character can cancel the first few frames of startup of normal attacks into a Barrier Guard. If you are in those first few frames during super flash, then you can cancel your normal into Barrier Guard to save yourself!
          Super attacks list their startup values as: startup pre-flash + startup post-flash.
          Meaning an attack with startup 5+5 has 5 frames of startup, then the super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup.
          在对手放大招,游戏暂时暂停,画面转暗之类的时候,你可以输入指令,超必杀的时停效果完了以后你的招数会立刻放出。这意味着你如果在对面放大招的时候没在做什么动作比如正在攻击,用自己的一些招数对抗对手的超必杀的非常正常的。
          (咔奶叽吸撒!——加嘛呐嗯打油!!)
          (……亚美咯!)
          这个缓冲常用于放个无敌技(比如放个OD,或者你自己的超必杀),这样就能躲过对面的超必杀了。因为大部分超必杀实际上在时间继续流失以后还有一些起手动作。如果你在对手开始创造攻击判定以前使用无敌技,基本上就能躲过去了(说不准还能来个counter)
          一般来说,每个角色都能把起手的那几帧取消为护盾防御。如果你在超必杀闪光时开头那几帧不小心蹭了个普通攻击,你可以直接取消为护盾,就能再苟上一段时间。
          超必杀的起手帧数为:闪光以前的帧数+闪光后的帧数。
          也就是说,5+5的起手帧数代表着,先来5帧起手动作,Duang——特效+时停,结束以后接着5帧起手动作,之后,才能揍到你。一共10帧起手。
          Supers With No Startup After Super Flash
          没有后续起手动作的超必杀
          Some supers are special: they have no additional startup after the super flash. This means that super flash buffer is useless against these supers because the attack will already be active immediately following the super freeze - you can think of the superflash as just a formality, the super has already become active.
          Tager's Super Throw (Genesic Emerald Tager Buster) is a prime example of this; you must already have some way to avoid Tager's Super Throw BEFORE the super flash or else it will be too late.
          问题是也有一些超必杀不给你玩那套。它们在闪光后没有起手动作。也就是说这个时候刷超必杀缓冲输入的小心思可不管劲了。因为在时停止后判定立刻出现。那个熊特效就和个,告诉你我要放大招了的“礼节”一样,判定已经存在了。帝卡的超必杀投(马克西马援交!……串戏了*)就是一个很好的例子——你得在帝卡放大招出现特效之前跑的和某地的记者一样快,不然就等着被撸一波吧。


          IP属地:安徽8楼2019-09-04 22:40
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            Movement/Cancel这个页面完了
            下一期翻译是什么时候我怎么知道
            我事儿可多了(迫真
            又要做歌又要学习又要自学CsharpUnity刚摸了摸它的屁股接着还想学日语
            (我可真是个不务正业的**)


            IP属地:安徽9楼2019-09-04 22:43
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              大佬球更,对萌新好有用啊,看懂一点了


              IP属地:广西来自Android客户端10楼2019-09-04 22:52
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                IP属地:福建来自iPhone客户端11楼2019-09-05 21:40
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                  感谢大佬,每次去看英文头大,他们好多自己的专用名词还很难确定指的到底啥意思。


                  IP属地:上海来自Android客户端12楼2019-09-06 06:09
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                    来自Android客户端13楼2019-11-02 00:14
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