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【DustloopWiki翻译】BBCF中的攻击属性

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还是没得苍翼的图,
我扔张咲夜了嗷!


IP属地:安徽1楼2019-09-26 23:28回复
    2l还空着
    打广告
    咱在网易/虾米有个平台嗷,10月2号发张翻唱专辑(然后我就撒手不干了)
    (说好的GG/BB翻唱呢???)
    (生活天天迫害我嗷


    IP属地:安徽2楼2019-09-26 23:32
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      Attack Attributes攻击属性
      Eachattack in the game has an attribute. Attributes are broken up into four broadcategories: strike, projectile, throw, and doll.These attributes interact with each other to trigger certain effects likeinvincibility and guard point.
      游戏中的每个攻击都有一个属性。属性被分为四种:“打击”,“飞行道具”,“投技”,以及“人偶”。这些属性与其他一些事物互动来触发某些效果,比如无敌属性或者当身技。
      Strike Attribute
      Strike attributes are broken up into three groups: head,body and foot. Generally, grounded moves are body unless theylook like they hit low (even if they don't actually need to be blocked low) andvirtually all air attacks are Head
      Strike attacks are the most common in the game andcan clash with each other.
      打击
      打击属性被分为三种:“头”“身”“脚”。总体来说,地面招数都是“身”属性——除非他们看起来打点很低(尽管有时候并不一定需要蹲防)——而空中攻击多为“头”属性。
      打击技在游戏中是最普遍的,并且可以相互碰撞拼刀。
      Projectile Attribute
      Each projectile has a durability level. Whentwo projectiles of equal durability clash, each projectile will lose one hit(so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectiledisappears). Higher level projectiles will reduce one hit of lower levelprojectiles without losing any hits.
      Projectiles cannot clash with strikes or throws.
      The frame data will list the durability levelalongside its attribute. For example, a projectile with durability level 2 willshow P2
      飞行道具
      每个飞行道具都有一个“耐久等级”。当两个具有相同耐久度的飞行道具相互碰撞时,每个飞行道具会减少一次击中(本来3击中的碰撞以后只会2击中,1击中的碰撞以后则会消失)。高等级的飞行道具则会在自身不被减少耐久的情况下减少另一个飞行道具的耐久。
      飞行道具不可以与打击技和投技碰撞。
      Wiki中表达这个的方式是:P2的意思是一个2等级耐久度的飞行道具
      Throw Attribute
      The throw attribute is not exclusive to standardthrows! Some attacks, such as Tager's Atomic Collider and Noel's MuzzleFlitter, do not behave like normal throws as you can combo into them withouttriggering a Purple Throw. These moves typically have otherrestrictions in place, however. Typically throw attacks cannot hit opponents incertain states, such as crouching or airborne opponents.
      Throws generally cause both characters to becometemporarily invincible to other attacks. For example, throwing Carl whileNirvana is performing Rhapsody of Memories (the multi-punching super) willallow you to avoid Nirvana's punches!
      The throw attribute also does not necessarily implythe move is unblockable or can be jumped out of, each move is different.
      投技
      投技属性并不是标准投技独有的!有些攻击,比如帝卡的原子碰撞和诺爱尔的枪夹剪不会触发紫色投技。这些招数基本上会受到另外一些限制。普通投技是无法抓住某些状态的对手的,比如蹲着或者在空中。
      投技总体上会让两名角色暂时对其他所有攻击无敌。比如说,当涅瓦那开始放超必杀抡人的时候,对卡璐璐使用投技,就可以完全躲过涅瓦那的攻击。
      投机属性也不总是意味着不可防御,或者可以跳开躲避。取决于角色的特性。
      Doll Attribute
      The Doll attribute is uncommon and is usedprimarily by Carl and Relius as they have partners (Nirvana and Ignis) thatdon't technically count as projectiles, but do move independently.
      人偶
      人偶属性是不常见的属性,主要在卡璐璐和雷利乌斯这两个有同伴的角色上出现(涅瓦那和伊格尼斯)——这两个角色是不被认为是飞行道具,而是独立作为一种存在。
      Multi-Attribute Strikes
      Some strikes actually have attributes from othercategories, like Strike-Projectile, or Strike-Throw
      A common instance of this is strikes can interactwith projectiles and take on the properties of both.
      For example, Jin's 5D is both Body attribute andProjectile attribute and has the following properties
      多属性打击
      部分打击技实际上还包含另一种属性,比如打击/飞行道具,或者打击/投技。
      一个常见的这种例子就是一些打击技和可以和飞行道具抵消,并且具有两者的属性。
      比如,琴恩的5D就是对身打击/飞行道具。
      Can clash with strikes
      Can clash with projectiles
      Can not be cut by Hakumen's sword or absorbed by Azrael's Growler Field
      可以与打击技拼刀,可以与飞行道具碰撞。不可以被白面的剑砍掉或者被阿兹莱尔的力场吞掉。


      IP属地:安徽3楼2019-09-26 23:33
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        Attribute Invincibility
        对属性无敌

        A white circle appears when you are attribute invincible toan attack
        击中了对属性无敌的技能会出现一个白圈
        Some attacks are invincible to or automaticallyguard against attacks with certain attributes. For example, Ragna's 6A has headattribute invincibility, so it functions very well as an anti-air since mostjump attacks, air specials, etc., are considered Head attribute.
        有些攻击对某些属性的攻击无敌或者会自动防御。比如,拉格纳的6A有对头无敌属性,所以用作对空手段来防御被认为是头属性的空中攻击,空中必杀什么的。
        Attacks
        攻击
        Interacting with Strikes function under an"all or nothing" system. An attack must be invincible to allof the strike attributes in order for it to work. For example, Ragna's 6A hashead attribute invincibility, but it will lose to an attack that has both headand body attribute. In previous iterations of Blazblue, this was much morecommon, however in CentralFiction most moves only have one strike attribute.
        Invincibility with multi-attribute strikes functionon a "at least one" system. An attack need only be invincible to atleast one of the attributes in order for it to work. For example, Noel's MuzzleFlitter (214A) is both Head and Throw attribute. Meaning both Terumi's 6A and6B are invincible to it since 6A is head invincible and 6B is throw invincible.
        Most attacks with attribute invincibility areinvincible only for a certain number of frames, meaning you can hit them beforeor after the attribute invincibility window. Jin's 6B is invulnerable to Footattacks and throws, but not on the first frame, meaning a Foot attribute attackactive on the first frame of 6B will hit Jin out of 6B. This is especiallyimportant with regard to anti-air attacks: anti-airs often have a bit ofstartup before they gain their Head invuln frames, so a jump attack that'salready active will Counter Hit an opponent for attempting to anti-air toolate.
        单个属性的对OO属性无敌打击技的判断机制是“缺一不可”。一个攻击必须对对面攻击的所有属性无敌才能发挥这个效果。比如,拉格纳的6A对头无敌,但是对一个同时带有“头”和“身”属性的打击技就不行。在BlazBlue以前的系列这相当长见,但是在神观之梦里大部分招数只有一个打击属性。
        多种属性对OO属性无敌的打击技的判断机制则是“一个起效”。一个攻击只需要对对手的其中一个攻击属性无敌就能正常起作用。比如,诺爱尔的枪夹剪(214A)对头/投技无敌,结城照美的6A和6B都可以防住这招,6A对头无敌,而6B对投技无敌。
        大部分带有对属性无敌的攻击基本上只有数帧无敌的时间,也就说你可以错开这个无敌时间攻击对手。琴恩的6B对脚/投技无敌,但是这招的第1帧并不,也就是说如果在对面刚刚起手就已经被一个脚属性的攻击打中了,结果就是一个康。这对于对空技很重要。对空技在无敌之前往往有一定的时间,所以如果起手太晚,在无敌之前已经碰上了空中攻击就会被康。
        Bursts
        爆霸
        Finally (and in mild contraction to above...),Bursts have their own "Burst" attribute. Almost all attacks withinvincibility and guard point are still vulnerable to Bursts. Blocking normallyhowever, still works.
        最后,爆霸有自己独特的属性“爆霸”。基本上所有的攻击都不会对爆霸无敌。但是呢,防御还是能防住爆霸的。
        Guard Point
        当身技

        Bang using his 5D's guard point to go through Ragna's attack
        邦哥使用当身技5D来应对拉格纳的攻击
        "Guard point" (also known as autoguard)allows attacks to automatically guard against other attacks. Guard point allowsa move to come out while automatically guarding the opponent's attack, so itcan be used similar to invincibility. Autoguard is inherently weaker thaninvincibility, however, as when an attack hits an invincible opponent, it is asthough the attack whiffed, meaning the attack cannot be cancelled and the attackerwill be left open during their recovery; an attack that hits autoguard isconsidered "blocked" and the attacker retains all "cancel onblock" options. This doesn't make autoguard useless, but it is not thesame as in invincibility and can even cause attacks to clash.
        Some Guard Point attacks only guard against certainattacks of certain attributes. For example, Bang's 5D does not have guard pointagainst attacks that must be blocked low and such attacks will not trigger 5D'sautoguard (they will simply hit Bang).
        当身技(或者说自动防御……?autoguard可还行)允许攻击被自动防住,并且在被防住的时候自动施展某些招数,某种意义上类似无敌。当身技肯定要比无敌属性差点意思,但是打中对属性无敌技相当于挥空,也就说这个攻击往往不可以被取消。而当身技被击中是被算作“防御”的,对手依然可以做出取消或者防御的动作。也不是说当身技就比较无用,但是这确实和无敌不一样,甚至还可能因此造成拼刀的情况。
        Super Armor
        霸体
        Very similar to guardpoint in that the armour mayonly protect against certain attributes. However instead of being blocked, eachhit against armour still acts like it has hit the armoured player and theystill recieve damage, but their attack is not interrupted. For example, Tager's6A is armoured against Projectile, Head and Body but it is still strangelypossible to end the round if Tager runs out of hitpoints while absorbing damageon the armour.
        类似当身技,霸体只对某种属性起保护作用。但是比起被防住,每个击中霸体的攻击是算作“击中”的并且依然造成伤害,但是不会打断霸体中角色的动作。比如,帝卡的6A对飞行道具/头/神霸体,但如果霸体的时候体力归零还是会跪掉……


        IP属地:安徽4楼2019-09-26 23:35
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          HitboxInvincibility
          对攻击判定无敌
          Hitbox invincibility is a property of certainmoves, where parts of the character's "body" (i.e., their hitbox), suchas their feet or upper body, disappears. This type of invincibility is separatefrom attribute invincibility and is purely a matter of hitboxes. Certainattacks remove or shrink their hurtbox, so they cannot be hit by an attack,even if their body appears to occupy that space. An example of this is Jin's3C: Jin crouches down and is able to avoid projectiles like Hishouken, as wellas attacks that hit straight forward like Azrael's 5C. This is not actualinvincibility (Jin's 3C does not make him attribute invincible to Azrael's 5C)but a function of hitbox and hurtbox placement, as well as his lowered heightduring 3C.
          Attacks that shrink a character's hurtbox under anopposing hitbox and allow the character to hit the attacker are commonly saidto "low profile" attacks; in other words, Jin's 3C low profilesRagna's 5B. Again, this is simply due to hitbox/hurtbox placement: Ragna's 5Bextends his hurtbox, while Jin's 3C shrinks his below 5B's hitbox, and theattack hitbox for Jin's 3C does not overlap his hurtbox.
          对攻击判定无敌是某些招数的特性,也就是说某些招数使出来以后,他们的脚部或者上半身的被击打判定会消失。这种无敌和上文的对OO属性无敌是不一样的,对属性无敌是必须靠判定框工作的。某些特定的攻击会直接去掉或者缩小受创判定框,所以他们不可以被击中,就算他们的图案那么大看起来应该被击中。一个例子是琴恩的3C:琴恩蹲下并且可以躲避飞行道具比如Hishouken(……谁的招数啊),也可以躲过一些水平的攻击比如阿兹莱尔的5C。这种并不算无敌(琴恩的3C并不对阿兹莱尔的5C的属性无敌),但是由于判定的奇妙位置并不造成伤害。
          缩小角色受创判定框于对方攻击判定框下方,并且可以借此攻击对方的招数,一般叫低身位攻击(不得不提SOL的2D……等下这不是GG!)。举个例子,琴恩用3C躲开拉格纳的5B并揍到了对方。这只是因为判定框的问题:而且不仅仅琴恩3C缩小自己的受创判定,拉格纳的5B还拓展了自己的受创判定……


          IP属地:安徽5楼2019-09-26 23:36
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            Attack Level
            攻击级别
            Mostattacks in the game deal standardized amounts of hitstun, blockstun, etc.depending on their Attack Level. Note that some moves override these defaultvalues, which will be noted in the frame data. In addition to these exceptions,some attacks knock the enemy into the air, wallbounce, crumple, etc. As ageneral rule attacks with the same Attack Level share the same sound effectsand graphical effects.
            游戏大部分攻击都会造成某个标准下的受创硬直,防御硬直等等等等,这取决于攻击的攻击等级。注意下有些招数会无视默认值。除此之外,有些攻击会把对手击飞,弹墙,击垮等等等。作为一个大体上的规则,同一个等级的攻击会使用相同的音效和视觉特效。
            一共6个等级,从0到5排列:
            击中时停:8,9,10,11,12,13
            击中时停(counter):0,0,+1,+2,+5,+8
            站姿受创硬直:10,12,14,17,19,21
            站姿counter硬直:+4,+4,+4,+5,+5,+6
            不可受身时间(空中被击中):12,12,14,17,19,21
            Counter不可受身时间:+11,+12,+12,+14,+15,+16
            防御硬直(地面):9,11,13,16,18,20
            起手修正值:全100
            连段修正值:75,80,85,89,92,94
            ————
            空中防御硬直 = 地面防御硬直 + 2
            蹲姿受创硬直 = 站姿受创硬直 + 2
            致命反击 = 受创硬直/不可受身时间 + 3
            地面直防硬直 = 防御硬直 – 3
            空中直防硬直 = 防御硬直 – 6
            护盾防御硬直 = 防御硬直 + 1
            额外的击停时间只作用在被打的人身上
            跳跃招数基本上都会被一个80%的起手修正值替代掉
            空中受创硬直默认上和地面一样。
            ————
            例子:空中护盾直防住一个等级4的防御硬直 = 18 + 2 + 1 – 6 = 15


            IP属地:安徽6楼2019-09-26 23:38
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              Hitting Two Opponents With the Same Attack
              一枪打俩(划掉)一个招数打中两个对手

              Ragna hitting Carl and Nirvana with 5B
              拉格纳用5B同时打中卡璐璐和涅瓦那
              Oneattack can hit multiple targets assuming they are within range. For example oneattack can hit BOTH Carl and Nirvana.
              Normally,when an attack touches the opponent, the remaining active frames are convertedinto recovery frames. However, if there is a second hittable character, thenthe remaining active frames can still hit him!
              Thisleads to visually strange situations like Ragna's 5B hitting Nirvana, then amoment later, Carl jumps into the active frames and gets hit. This is furthercompounded by the fact that hitstop only applies to the attacker and thetarget, thus allowing the attack to hit the unaffected character with theactive frames plus the hitstop frames!
              This evenapplies to projectiles like Jin's Hishouken, but since the projectile willshatter the instant it touches an opponent, this effect is much harder to takeadvantage of.
              只要在范围内,一个攻击可以打中多个目标。比如同时打中卡璐璐和涅瓦那。
              一般来说,一个攻击碰到对手的时候,剩下的伤害判定帧数就转换成了恢复帧数了。但是如果还有一个角色可以被击中,那么剩下的伤害判定帧数还有效。
              这就搞出一个很奇怪的视觉现象。拉格纳5B先击中了涅瓦那,卡璐璐跳进伤害判定中被击中。一件事情是,击中的时停效果只会对攻击者和被攻击者有效,而其他人不受影响,如果剩下的帧数还能碰到其他人,那么就造成了第二个击中。
              这甚至可以用于飞行道具,比如琴恩的Hishouken(哪招……),但是由于飞行道具一碰到对手就碎了,这个效果不大可能作为某种优势。


              IP属地:安徽7楼2019-09-26 23:39
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                Fatal Counter
                致命反击

                All hits in the combo have more hitstun/untechable time,allowing for fancy combos
                连段中所有的击中都会造成更长时间的受创硬直/不可受身时间,用于奇葩连段(暴论)
                Somemoves have the Fatal Counter property. If you counter hit the opponent with a movethat has this property, all subsequent attacks in the combo will have 3 framesof additional hitstun / untechable state. This means that you can do combosthat you normally couldn't do and it also offsets the effect of hitstun decay,allowing combos to continue longer than normal.
                Forexample: Jin can combo 5C > 6C on standing Fatal hit.
                You'llknow which moves have this property because the announcer will say"fatal" and the words "Fatal Counter" will appear on theside of the screen if you land a counter hit with one.
                A fewrare attacks like Hakumen's max charge 6C are special: they will cause Fatalstatus on normal hit!
                Fatalstatus does not stack, so doing two Fatals in one combo still only adds 3frames instead of 6.
                There'sno hard and fast rule as to which moves have Fatal Counter property, you justneed to learn which ones they are for each character. They can occur on anynon-throw move, but generally moves that have slow startup and big initialdamage are likely to have this property.
                有些招数康了对面会造成致命反击(FC)。FC之后的所有攻击都会额外增加3帧的受创硬直/不可受身时间。不管怎么想这个优势都可以帮你做出更多奇葩的连段(暴论)
                比如琴恩在FC的情况下可以让5C > 6C成立。
                你会知道何时出现了致命反击——屏幕会提示“FatalCounter”,语音会提示“Fatal”。
                有些稀有的攻击,比如白面的蓄满6C比较特别:即使普通击中也算是致命反击!
                FC的奖励不叠加。3 + 3 = 6帧的额外击晕?哈!做梦去吧。
                关于FC没有什么特殊的规则,这取决于角色的特性。只要不是投技就行。但是基本上好像还都是些有满起手和高伤害的招数容易带Fatal Counter的属性。


                IP属地:安徽9楼2019-09-26 23:41
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                  Counter Hit Carry
                  Counter附带

                  If the first hit of 2C was a CH, the second hit of 2C willhave additional hitstun to combo into 3C.
                  如果2C的第一击是康,那么2C的第二击会有额外的受创硬直,可以带入3C。
                  Mostmulti-hit attacks (but not throws) have a property where if the first hit is acounter hit, then the remaining hits are also counter hit. This is known as theCounter Hit Carry property. This means that you can hitconfirm offmulti-hitting attacks more easily as well as do combos that might otherwise bedifficult (or impossible) without this property. Moves with Counter Hit Carryalso do the bonus damage that CH normally confers as well.
                  Forexample, if Nu gets a CH with j.C, the opponent will be unable to recover for along time even if the j.C did multiple hits. This allows Nu to combo off CH j.Cmuch easier.
                  However,note that the additional hitstop the opponent incurs on counter hit does notcarry over to the followup hits with Counter Hit Carry. This means that evenwith Counter Hit Carry, some combos are still only possible on the first hit ofan attack.
                  Anexample of this is Jin's Counter Hit 5B > 6C. 5B > 6C works if done onthe first hit of 5B, but not the second. This is due to the fact that theadditional hitstop gives you more "hitstun" to combo into the 6C.
                  Finallycounterhit carry only applies to moves that multi-hit regardless of hitting,blocking or missing. Moves that have automatic followups that activate onlywhen the first part hits (like throws, Exceed Accels and various other specialmoves) do not carry counter damage or hitstun.
                  大部分多段攻击(投技不算数),如果第一击是康,那么后面跟着的击中也都是康。这就是Counter附带的属性。这样的话,这种多段攻击的Counter附带更容易确认Counter状态,不然有时候很困难(或者不可能)。Counter附带也会受到伤害的奖励加成。
                  比如,如果妞用j.C打了个康,随后的多段攻击击中,对手就会很长时间无法受身。这样妞用j.C造康以后带入连段就容易很多。
                  但是,注意下,额外的击中时停并不会被附带……这意味着就算有些招数带有Counter附带,某些连段还是必须得在1hit的时候取消才能成立。
                  比如,琴恩的Counter 5B > 6C。6C只有在5B第一击才能连得上。因为第一击有额外的击中时停时间。
                  最后,Counter附带只会对那些可以被打断的多段攻击有效,无论是击中,被防住或者挥空。击中后自动跟随招数的“多段攻击”是不算数的(比如投技,上限突破技什么的)。


                  IP属地:安徽10楼2019-09-26 23:42
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                    Miscellaneous Hit Effects
                    杂七杂八的击中效果……
                    Ground Hit
                    "Ground hit" is when you are hit whilestanding or crouching and suffer hitstun. When ground hitstun finishes, youwill be returned to your previous state (i.e. standing or crouching). Groundhitstun is divided into standing and crouching hitstun: standing hitstun iseasier to hit for attacks with high hitboxes (note: the animation differsslightly depending on whether you get in the upper or lower half of yourhitbox); crouching hitstun has a shorter hitbox, but lasts 2 frames longer thanstanding hitstun.
                    Furthermore, some attacks have unique propertiesthat force an opponent into a specific type of hitstun. For example, Noel's 6Bforces the opponent into crouching hitstun on ground hit.
                    地面受创
                    地面受创就是站着或蹲着被揍。受创硬直过去以后会恢复之前的状态(站着或蹲着)。地面受创被分为站姿,蹲姿两种:站姿容易被打点较高的打中(打点不同,角色被打的动画也会有些许不同),蹲姿的受创判定较小,但是受创硬直却更长。
                    还有呢,有些攻击会有独特强行转变姿态的属性。比如,诺爱尔的6B会强行蹲姿受创。
                    Air Hit (Untechable State)

                    valid vs. invalid combo
                    Naturally enough, air hit is a hit state when hitwhile airborne. The main difference from ground hits is that you can onlyreturn to a regular aerial state if you recover, or "tech" out, afterthe attack's untechable window passes -- if you don't tech out, the opponentwill be able to combo you and create an "invalid combo".
                    Sometimes people prefer not to tech and allow theopponent to get an invalid combo so they do not reset damage scaling. Forexample, some people decide to not air tech versus Tager's Atomic Collider andlet the invalid combo continue rather than tech and get hit by the AtomicCollider and reset the damage scaling.
                    If you continue to not tech, then you'll simplyfall to the ground at which point you can emergency tech or roll.
                    空中受创(不可受身状态)
                    和地面不同的是,若是要恢复正常空中自带,只能通过受身,或者等待不可受身期过去——不受身,对手则可以用“无效连击”继续追打你。有时候,人们会特意不受身,让对手继续追打以保持对方的伤害缩放。比如,有些人被帝卡的原子碰撞击中后会故意不受身让对方追打来保持对方的伤害缩放。
                    如果你继续保持不受身的情况……那你就会落到地上,这时可以紧急受身,或者滚动。
                    Forcing air state
                    There are lots of moves that force the airbornestate in some way or another, meaning they behave the same regardless ofwhether they hit someone grounded or airborne. They typically come in two forms
                    "Launchers" typically launching the opponent upwards
                    "Sweeps" everyone's 3C attack as well as some others, they usually don't knock the opponent very high, but are often cancelled into an air combo of some kind, these are special in that they force the "downed" state to the combo, enabling some moves that require you to down your opponent first (For example, Ragna's "Not over yet!" 22C move)
                    强行空姿
                    有不少招数都可以让对方处于空中姿态,也就是说不管是击中地面上的对手,还是打中了已经在空中的对手。
                    基本上有两种:
                    吹飞效果,就是把对手打浮空。
                    扫堂腿动作。每个人的3C还有一些其他的,不会把对手打飞,但是往往会借此取消为空中连段什么的。这个招数的特别之处就是强行制造对方倒地,以启用某些针对倒地对手的招数,比如说拉格纳的22C“还没结束呢”。


                    IP属地:安徽11楼2019-09-26 23:44
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                      Freeze
                      Freeze is a unique hitstate - you'll be surroundedby ice, and be stuck in hitstun for a fixed amount of time. The amount of timedepends on each attack, and after the effect has elapsed, you'll automaticallyrecover. Additionally, if you're frozen in mid-air and land while frozen, youwill then be treated as standing. This allows for air combos that go tofreezing, to a high/low mixup.
                      Movesthat can freeze have two additional values: Freeze Count and FreezeDuration
                      Freeze Count: Determines the number of times that an opponent may be frozen in a single combo. Jin's normal Drive attacks have Freeze Count 1 so they can only be the first Freeze in a combo, else they just do regular hitstun. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
                      Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is always the same.
                      Additional Freeze Details
                      · If an opponent is crouching or airborne when frozen, theywill be forced into a standing state. This makes freeze useful for setting upresets.
                      · If an attack hits Jin while the opponent is frozen, theopponent will recover from the freeze effect immediately.
                      · Opponents will automatically break free from the freezeeffect if they are hit by a non-freezing attack, if Jin goes over the FreezeCount limit, and after the Freeze Duration expires.
                      冰冻
                      冰冻是一种独特的首创姿态——被冰淹没,不知所措(划掉),强行处于一个固定时间长度的受创硬直中。冰冻时间取决于招数,效果结束后会立刻恢复。此外,如果在空中被冰冻然后落了地,会被判定为站姿,这允许空中连段结束后,跟着中下二则。
                      可以冰冻的招数有两个额外的数值:冰冻次数 和 冰冻时长
                      冰冻次数:决定对手在单次连段中可以被冻住的次数。琴恩的普通D的次数是1所以只能在连段中冻住对手一次,额外的次数只会造成一般的受创硬直。 但是,EX必杀技(214D,236D,623D等)会有很高的冰冻次数(10),完全无视了冰冻限制。
                      冰冻时长:这个值决定对手会被冻结多长时间。这个时长不被受创硬直递减或者FC带来的奖励硬直影响,也就是说,冰冻时长永远是一样的。
                      额外的冰冻的细节:
                      假如一个对手蹲姿/空中被冻结,会被强行转换为站姿。对重置对手很有用。
                      如果一个攻击在对手被冻住的时候打中了琴恩,那么对手会立即恢复。
                      如果琴恩耗尽了冰冻限制,并且超过了预期冻结时间,对手被一个非冰冻攻击则会立即解除冻结状态。


                      IP属地:安徽13楼2019-09-26 23:45
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                        Ground Slide
                        Slide is a hitstate where the character isknocked/slammed into the ground and then slides towards the corner. Note thatalthough the slide state is ground untechable, if the air untechable timeexpires, then you'll be able to use wake-up options except for Quick Tech.
                        Once you stop sliding, you'll transition to a hardknockdown state, whereupon you'll be unable to do anything for 19F. After that,all wake-up options will be available to you, including Neutral Tech.
                        滑地
                        滑地是在角色被击落/猛击到地上后滑向角落的一种首创姿态。注意虽然滑地姿态时不可以瘦身的,但是如果空中不可受身时间过了,你可以使用除了快速起身以外的起身选项。
                        一旦你停止滑动,你会被判定为硬击落姿态,也就是说会有19帧的时间什么都不能做。在那之后,所有的起身选项将可用。
                        Hard Knockdown
                        A knockdown that can be combined with any other hitthat disables Emergency Teching on air hit. This usually allows forlonger combos and more time to setup an offense. An example of this is Ragna'sCrush Trigger on air hit.
                        硬击落
                        一个封杀对方紧急起身的击落就是硬击落。这允许更长的连段和更多的时间来进攻。比如拉格纳的CT的空中击中。
                        Guard Crush
                        Guard Crushes puts the opponent into a stunnedstate where you can them combo them for free. More details on Guard Crush arelocated here.
                        防御崩溃
                        防御崩溃会让对手处于一个长硬直,可以随意进行连击。


                        IP属地:安徽14楼2019-09-26 23:46
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                          下一次再翻译个各种“槽”,基础知识部分就完了。
                          其实还有个Misc杂项的内容,但是由于只有3个内容而且还不是那么重要的内容而且有两个已经在其他页面提过了,就不单独翻了。
                          至于我翻不翻角色出招表

                          看我脸色行事


                          IP属地:安徽15楼2019-09-26 23:48
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                            IP属地:广东来自Android客户端16楼2019-09-27 09:41
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                              艰难的看完了。这一篇好复杂,大部分没看懂尤其攻击属性,绕得萌新懵逼。


                              IP属地:广西来自Android客户端18楼2019-09-27 10:19
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