blazblue吧 关注:26,186贴子:493,976
  • 15回复贴,共1

【DustloopWiki翻译】BBCF的各种“槽”

只看楼主收藏回复



IP属地:安徽1楼2019-10-29 10:43回复
    Health
    生命值
    Each character has a different amount of health, see each character's page for their values or see the System Data for a table to compare across all characters.
    The health bar in BBCF is slightly misleading; it's not exactly linear, it's denser near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic. A good rule of thumb is to look at the section of the health bar gets thicker; that's where the health bar gets denser.
    每个角色都有不同的生命值。
    CF中的血槽其实有点误导人——它不是完全线性的,在底部“压得更结实”,造成一种角色差点被一套带走的劫后余生感,就很让人激动。基本上血槽变宽的部位就是“底力”开始“作用”的位置。


    IP属地:安徽3楼2019-10-29 10:49
    回复
      Heat Gauge
      火热槽
      The Heat Gauge is like a traditional "super meter" in other fighting games. Heat is used to perform Rapid Cancels, Distortions Drives, Counter Assaults, etc. The Heat Gauge resets to empty at the start of each round so it's best to use all your Heat before the round is over if you can.
      火热槽就和传统意义上的“超必杀槽”差不多。火热值可以用来释放RC取消,超必杀,超反击等等。每回合开始火热值都会清零,所以能的话最好在一句结束之前把它用光(至少看起来比较实惠)

      Heat Gain Table
      火热值增益方式:
      对手被打——缩放后的伤害 x 0.72
      被打到——缩放后的伤害 x 0.4
      对手防住攻击——基础伤害 x 0.18
      正常防住攻击——基础伤害 x 0.1
      直防——(基础伤害 x 0.2) + 100


      IP属地:安徽4楼2019-10-29 10:50
      收起回复
        Heat Gauge is 10,000 units, so 100 units = 1 Heat
        Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
        Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
        Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker
        Using Barrier does not affect Heat Gain
        Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block
        Note: Formula for hitting opponent is suspected to be Scaled Damage * 1.2 * Character Combo Rate
        Everyone has Combo Rate 60% in this iteration. The only exception is for Hakumen when he is in the Mugen state, where it drops to 30%.
        Based on this, we can note some basic facts:
        Heat gained from hitting the opponent/getting hit is directly proportional to damage. Thus you can approximate the amount of Heat you and the opponent have gained based on how much damage a combo does, though rounding errors make this inexact.
        As a few quick rules of thumb, dealing 2000 damage will earn 14 Heat, while taking 2000 damage will earn 8 Heat.
        Instant Blocking many individual attacks gives a lot of Heat. This is especially useful in long predictable blockstrings, giving you more resources to retaliate with in the future.
        Exceptions
        Some moves ignore the formula and build a specific amount of Heat (Which can be different for each player), usually none. For example, Tager's Gadget Finger builds 5 Heat for Tager, even though it only does 100 damage. Terumi's Drives build significant amounts of Heat for him while the opponent gains nothing from being hit by those moves. All moves that consume heat to use will also generate none for the attacker, but generate heat as normal for the defender.
        火热槽有10000单位(1w),所以每100单位=1点火热值
        小数点之后的数值会被略去,比如100.3点只会是100点,35.8变成35点。
        所以100.2单位和100.6单位的增幅是一样的,都是100。
        耗费火热值的攻击(超必杀,超反击)和上限突破技不会给攻击者增加任何火热值。
        开护盾不影响火热值增益。
        直防的效果只适用于单次输入(每次输入4或者1的时机)。其他时刻的增益依然算作普通防御增益。
        ——注意:打中对手的公式貌似应该是:缩放伤害 x 1.2 x 角色的连击比率。
        ——+——除了白面以外的所有人都是60%的连击比率。白面开启Mugen状态后会变成30%。
        在这基础之上得到的推论:
        打/被打的火热值增益是直接受到伤害的大小影响的。因此可以估计在一个连段中你和对手分别会增长多少火热值,虽然系统无视小数的计算方式会造成点偏差。
        大致可以用这个估量一下——2000伤害得到14点火热值,被揍2000伤害会得到8点火热值。
        直防住个别攻击能一下增加很多火热值,尤其是那些可以摸出来的长压制套路,未来的反击会更加容易。
        例外:
        有些动作会无视公式,自行制造一定火热值(每个玩家都不一样),但通常是不制造火热值(……)。比如,帝卡的Gadget Finger,只造成100伤害却增加5点火热值。结城照美的驱动能力能为自己制造大量火热值,对方却几乎什么都得不到。所有耗费火热值的技能都不会为攻击者制造火热值,对手倒是可以防住这些攻击依然增加火热值。


        IP属地:安徽5楼2019-10-29 10:50
        回复
          Heat Gauge Cooldown
          火热槽冷却
          After performing an ability that consumes the Heat Gauge (such as Rapid Cancels, Crush Triggers, and Jin's D Special Attacks), you will gain 75% less heat and auto heat gain will stop for a set amount of time (usually 180F). The time during hitstop and super flash count towards this as well, making "longer" moves less affected.
          Some attacks have shorter or longer cooldowns, such as Hakumen's Kishuu (30F) and Mugen (360F).
          在使用消耗火热槽的技能后(比如RC取消,超反击,还有琴恩耗费火热值的D系技能),你会少增加75%的火热值并且火热值在一定时间内(通常是180F,3秒)停止增长。在击中时停和超杀时停特效里的时间也算,让“长”招数相对少受影响。
          有些攻击会有更长会更短的冷却时间。白面的Kishuu(30F,半秒),Mugen(360F,6秒)。
          Automatic Heat Gain
          自动火热值增益
          When your health bar is under 35%, you will slowly gain Heat automatically. Hakumen's meter will gain at a faster rate when he goes under 35% health. The Heat Gauge will continually pulse after you reach 35% health.
          Auto Heat Gain is temporarily disabled (usually for 180F) after using an attack that costs Heat like Crush Trigger and supers.
          当你血量低于35%的时候,你会自动地缓慢恢复火热值。
          白面在这种状态下,槽则会回复的更快。
          进入此状态后火热槽会出现脉冲闪光效果。
          自动火热值增长同样受到冷却效果的影响。


          IP属地:安徽6楼2019-10-29 10:51
          回复
            Barrier Gauge
            护盾槽
            The Barrier Gauge is used whenever you Barrier Block. Barrier Blocking is highly useful in defensive situations because it allows players to block air unblockable attacks, prevent chip damage, and prevent Guard Crushes.
            When the Barrier Gauge is emptied, then the gauge becomes greyed out, Barrier Block is disabled, and the character enters Danger State. During this time, barrier will be regenerated, but the bar will be dark red and unusable until it has completely restored, ending danger state. Entering overdrive will re-enable the use of whatever barrier you have regenerated and end danger state.
            Getting Negative Penalty completely drains the Barrier Gauge and prevents it regenerating until it is over, forcing Danger State for much longer than normal!
            护盾槽只要开护盾就会消耗。在防御时护盾槽极其重要,展开护盾才能防住空中不可防技,防止磨血,防止防御崩溃。
            当护盾槽耗尽后,槽会变灰,护盾防御被禁用,角色会进入危险状态。在此期间,护盾会开始恢复,但是槽是暗红色的并且不可使用,直到完全恢复,并结束危险状态。进入OD状态会强行开启护盾的使用权限并结束危险状态。
            进入消极状态会完全耗尽护盾槽并组织它恢复直到结束,强行更长时间的危险状态。


            IP属地:安徽7楼2019-10-29 10:53
            回复
              Burst Gauge
              爆发槽
              When the Burst Gauge is full, you gain access to two options: Overdrive and Burst.
              You start the match with a full Burst Gauge and it's status carries over between rounds, so Bursting at the end of a round means you will start the next round with an empty Burst Gauge. Ending a round while overdrive is active will end overdrive and set the Burst gauge to 30% full.
              The number in the middle of the Burst Gauge is an approximate percentage (in 10% increments) of how full the gauge is. Though no exact formula for how the Burst Gauge fills is known, empirical testing has shown the following:
              The Burst Gauge slowly fills over time. At maximum health, A completely empty burst takes 10,000F frames to refill
              This rate increases with lower health, doubling overall at minimum health
              Active Flow multiplies the rate gained by 4 while it lasts.
              The Burst Gauge also fills each time you get hit, The burst frames gained is equal to the damage dealt divided by three. (So a move that deals 1200 damage will give the same amount of burst as waiting for 400F at full health.) This gain is not affected by Active Flow.
              爆发槽是满的时候,有两个选项:OD或者Burst。
              开始对决的时候双方的爆发槽都是满的,但是这个槽的状态是按整个对局的计算的,不会因为回合结束重置,所以在回合结束的时候Burst意味着下一回合以空爆发槽开始。OD启动的时候回合结束,会强行结束OD,并保存30%的爆发槽。
              爆发槽中的数字是近似的量。10为满。虽然没有具体的公式显示爆发槽是怎么回复的,测试测出以下大致结果:
              随时间流逝自动回复。满血情况下,需要10000F完全回复(166秒多)。
              血量越低回复速度越快。最小血量时回复速度翻倍。
              处于活跃状态时,回复速度x4。
              每次被打中时,爆发槽也会回复,回复的帧数等同于三分之一收到的伤害(受到1200伤害减少400F)。这个增幅不会被活跃状态影响。


              IP属地:安徽8楼2019-10-29 10:54
              回复
                Active Flow
                活性状态
                There is a hidden meter for Active Flow. Many actions build Active Flow, but only certain actions can actually trigger Active Flow.
                In order to get Active Flow you must reach 1000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round.
                活性状态的槽是不可见的。很多动作都会建立活性状态,但是只有部分动作会触发它。
                当到达1000点的时候,做出一个可触发的动作,进入活性状态。这个槽的数值会在每回合结束时归零。
                按下攻击按钮——1点(挥空或在连段中都算,但是必须有攻击判定,没有的不算数)
                攻击击中——可触发——85点
                Counter击中——可触发——85 + 50点
                Fatal Counter击中——可触发 85 + 100点
                额外击中——可触发—— 5点
                攻击被防——5点
                向前走——距离 x 0.5点
                向后走——0点
                进入消极状态——扣1000点
                对手进入消极状态——可触发——1000点
                防御——3点
                防住中段攻击——85点(跳跃时的中段不算,必须地面中段技)
                直防——3 + 1点
                护盾防御——3 + 1点
                直接护盾——3 + 1 + 1点
                被打——4点
                成功使用对属性无敌技——100点(出现蓝圈/白圈,比如靠后跳步,升龙,对头无敌对空)
                爆霸——扣999999点(此局锁定AF状态)
                活性状态结束——扣999999点(此局锁定AF状态)
                开OD——可触发——10点
                上限突破技——可触发——999999点
                花费25点火热值——50点
                成功破防——可触发——250点(可与花费25点火热值的奖励同时得到)
                花费50点火热值——100点
                花费100点火热值——200点
                投技——可触发——142点
                拆投——可触发——170点
                OD期间所有效果翻倍


                IP属地:安徽9楼2019-10-29 10:55
                收起回复
                  ?我2l发的那么大一张软妹的屁股呢


                  IP属地:安徽来自Android客户端11楼2019-10-29 11:27
                  收起回复
                    不错的,支持一下。


                    IP属地:上海12楼2019-10-29 20:11
                    回复


                      IP属地:广东来自Android客户端13楼2019-10-31 08:33
                      回复