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【DustloopWiki翻译】拉格纳·布拉德艾奇

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拉格纳渣萝莉控H!
(自动脑补杉田智和逗逼骂街声)
包含出招表和帧数数据


IP属地:安徽1楼2019-10-31 20:23回复
    2l还空着


    IP属地:安徽2楼2019-10-31 20:26
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      Ragna The Bloodedge
      拉格纳·布拉德艾奇
      The main character of the series. Him and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (aka, the titular "BlazBlue") and it replaces the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.
      系列男主角。他还有他的弟弟琴恩,妹妹沙耶在守护人的照顾下,于森林里的教堂中过着平静的生活。一天,一个被叫做结城照美的男人到来,烧坏了教堂,砍掉了拉格纳的右臂,并绑架了沙耶。拉格纳被雷琪儿·阿鲁卡多用苍之魔导书(也就是BlazBlue)救下,并用魔导书重塑了他的右臂。拉格纳发誓要复仇,并一人灭了世界虚空情报统治机构的集团军,用苍的能力试图找到照美,成了统治机构历史上赏金最高的罪犯。
      译名个人感觉有毛病。“OO The OOO”这种称呼,“The OOO”往往是直译的,比如“Sonic The Hedgehog”是刺猬索尼克,而不是“索尼克·海奇霍格”。Ragna The Bloodedge照那种习惯翻译是“血刃拉格纳”。而且现在这个音译的,The也没有发音,不过照日语发音译成“渣”就略尴尬……拉格纳渣布拉逗艾基……英语的话像“瑞格纳泽布拉德艾治”。算了无所谓了(
      沙耶之哥(确信)。本人是从GG过来的,经常听说BB主角和GG主角Sol很像:炸头毛,多皮带;性格独行,痞,脾气炸。但是我感觉很可能是因为杉田智和配音的原因,拉格纳更多的时候没显得多痞多坏,经常性逗逼……可能是编剧要求不一样吧。Sol那种从头到尾一脸严肃开不得玩笑谁也TM不在乎的感觉在拉格纳身上完全感受不到。不过Xrd的Sol还是愉♂悦神父中田让治配音呢……Sol身上却丝毫没有愉♂悦之气呢?


      IP属地:安徽3楼2019-10-31 20:27
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        Drive : Soul Eater
        Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. More specifically, the lifesteal increases depending on how many Soul Eater hits landed on the opponent before using the move. The formula is as follows:
        1st to 5th Soul Eater hit = 100% lifesteal
        6th Soul Eater hit = 110% lifesteal
        7th Soul Eater hit = 120% lifesteal
        8th Soul Eater hit = 130% lifesteal
        9th Soul Eater hit = 140% lifesteal
        10th Soul Eater hit = 150% lifesteal
        11th Soul Eater hit = 150% lifesteal
        The scaling remains at 150% for any Soul Eater hit beyond the 10th.
        驱动能力:噬魂
        噬魂能力允许拉格纳在某些攻击中偷取对方的生命。这个技能抵消了拉格纳相对较低的生命值。噬魂效果对护盾以外的防御无视。另一个特性是,噬魂能力在连段中的位置决定了它的吸血量。更准确地说,生命偷取取决于连段中噬魂技击中了多少次,以上是公式。
        Overdrive: Blood Kain IDEA[edit]
        Ragna's Overdrive augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage and steal more life from the opponent, but some also have different move properties and different hitboxes.
        超载能力:血之该隐理念(……不会翻译嗷,IDEA是特意大写还是缩写?)
        超载后增幅所有噬魂技。不仅仅伤害更高,偷取生命更多,一部分能力还会有不同的属性和不同的判定。


        IP属地:安徽4楼2019-10-31 20:28
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          Strength
          Able to drain opponent's life and replace as own
          Great footsies that can be hit confirmed easily
          Becomes very versatile with 50% Heat
          Consistent mid-high combo damage
          Decent Heat Gain off most combos
          Easy to pick up, easy to play character
          优点:
          能吸血
          容易勾引容易确认
          拥有50火热值后打法多样
          持续的上中段连击伤害
          不错的连击火热值增幅
          好用
          Weakness
          Few safe and reliable mix-up options make most offensive approaches easy to read
          High risk, moderate reward
          Many defensive options are unsafe
          Very weak character without 50% Heat, heavily relies on meter
          Struggles against zoning gameplay, even with movement options
          Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)
          缺点:
          安全可靠的二则手段太少,大部分进攻手段容易被猜中
          高等风险,中等回报
          太多不安全的防御手段
          50火热值以下非常弱,重度依赖气槽
          对弹幕机就算有移动手段也相当苦手
          玩转这个角色需要各自不寻常的套路(你心态好的话这倒不算什么)


          IP属地:安徽5楼2019-10-31 20:28
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            系统数据:
            血量: 10,000
            连击比率: 60%
            跳跃起手: 4F
            后撤步: 22F / 无敌: 1-5F
            移动选项: 二段跳,一次空中突进
            冲刺类型:奔跑
            游玩风格:进攻,勾引


            IP属地:安徽6楼2019-10-31 20:29
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              5A
              Although the start-up is fast, 5A only sees somewhat occasional use
              虽然起手很快,5A似乎很少用

              伤害:300
              防御:全防
              起手:5F
              判定:3F
              恢复:9F
              帧数优势:0
              属性:身
              起手修正:100
              连段修正:80
              等级:1
              跟随连段长度:普通
              取消:自身取消,必杀取消,跳跃取消,RC
              防御硬直:11F
              受创硬直:12F
              不可受身时间:12F
              击中时停:9F
              Staple standing jab
              Whiffs on all characters' crouching hitboxes
              Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox.
              Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery), and it's cancelable into other normals, making it a safer option (compared to 6A only being special cancelable).
              主要的站立刺拳
              对所有角色的蹲姿挥空
              因为上面那点,5A不大适合用于施压。但是,对空的时候相当有用因为起手快,打点高。
              5A起手的连段比6A弱一些,但是除了这俩,5A有两个原因让它更安全:恢复快不容易被抓破绽(6A有18F恢复),可以取消为其他普通攻击(6A只能被必杀取消)


              IP属地:安徽7楼2019-10-31 20:30
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                5B
                Fast and powerful, but leaves you open for counter-attacks
                又快有强大,不过容易被康

                伤害:660
                防御:上段
                起手:8F
                判定:8F
                恢复:16F
                帧数优势:-7
                属性:身
                起手修正:100
                连段修正:89
                等级:3
                跟随连段长度:长
                取消:必杀取消,RC
                防御硬直:16F
                受创硬直:17F
                不可受身时间:19F
                击中时停:11F
                攻击判定在第10F时完全伸展。
                Ragna's standard and most used poke
                Large amount of priority due to its range, hitbox, and start-up
                Longer hitbox on last three active frames
                Able to late chain
                This move is often the start of Ragna's pressure, but it is safer to use when used as a footsie. However, 5B alone often does not merit a lot of damage when used as a footsie, and requires other resources to maximize the reward off a maximum distance hit.
                5B can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach. If the opponent seems to jump forward without dashing a lot, 5B is a good check. Keep in mind that because Ragna's attack hitbox overlaps his character hitbox, a trade or even a counter will likely happen.
                At max range, 5B can be hit confirmed into Overdrive. With the proper combo route, the ensuing OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well.
                最常用的摸奖手段。距离,攻击判定,起手上都比较有优势。可以延迟连击。
                这招通常是拉格纳施压的起手,但是用这招勾引更安全。不过,单独一个5B勾引通常没多少伤害,需要其他资源来增加伤害。
                5B可以依靠速度,攻击判定还有空中不可防的属性对空。作为起手,也可以跟随不错的伤害。不过,5B的攻击判定在拉格纳脚尖部分,所以对空以前先算好对方的落地位置。如果对手往前方起跳不打算空中突进,可以用5B。记住,5B的攻击判定和受创判定重合了,相杀或者被康都有可能。
                最大距离上,5B可以作为OD的确认。连击手段正确的话,跟着OD能制造超过4000的伤害连带角落搬运。


                IP属地:安徽8楼2019-10-31 20:32
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                  5C
                  The slower, but longer alternative to 5B
                  更慢,但比5B更长

                  伤害:900
                  防御:上段
                  起手:12F
                  判定:4F
                  恢复:20F
                  帧数优势:-5
                  属性:身
                  起手修正:100
                  连段修正:92
                  等级:4
                  跟随连段长度:长
                  取消:必杀取消,(击中)跳跃取消,RC
                  防御硬直:18F
                  受创硬直:19F
                  不可受身时间:19F
                  击中时停:12F
                  攻击判定于13F完全伸展
                  Ragna's longest poke
                  Can late chain
                  Useful as combo fodder
                  Can be followed up with 6C on crouching or Counter Hit and 6D on Counter Hit
                  When used at maximum range, 5C is extremely hard to punish, even with Instant Block. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie when used at maximum range.
                  In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. 5B is quicker and has plenty of Revolver Action options, but its long recovery provides more risk. 5C is slower and has limited Revolver Action options, but is harder to punish even on whiff. Deciding between the two in various situations will require an understanding of the opponent's available options.
                  5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1) with its P2 94. Moreover, 5C seems to have a smaller hitbox, making 5C harder to connect on airborne opponents, although including slight delays into 5C may help when using in combos.
                  拉格纳最长的戳人技能。能延迟连击。作为连段填充很有用。对蹲姿或者Counter可以跟6C,Counter可以跟6D。
                  在最大距离上使用时,5C极难被抓破绽,直防也不行。5C的攻击判定不像5B,完全不和受创判定重合,保持距离或者远距离捣人肚子相当好用。
                  有些时候5B比5C好一些,有些时候5C比5B好(你这怎么说的……)。5B更快,左轮枪取消选项更多,只是过长的恢复比较危险。5C慢,可取消的选项也没5B多,但是就算挥空了也很难被抓破绽。B还是C需要玩家对战局的分析。
                  5C是拉格纳第二高伤的起手,稍微比连段修正为94的5D(第一击)的低一些。5C的攻击判定似乎不是很大,打中空中的对手很难链接,尽管稍微延迟后再出5C就能跟上连段。


                  IP属地:安徽9楼2019-10-31 20:32
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                    2A
                    The ±0 frame advantage makes 2A a useful pressure tool
                    0帧数优势让2A成为了有用的压制工具

                    伤害:300
                    防御:全防
                    起手:7F
                    判定:2F
                    恢复:10F
                    帧数优势:0
                    属性:脚
                    起手修正:100
                    连段修正:80
                    等级:1
                    跟随连段长度:普通
                    取消:自我取消,必杀取消,RC
                    防御硬直:11F
                    受创硬直:12F
                    不可受身时间:12F
                    击中时停:9F
                    Staple crouching jab
                    Throw cancelable
                    The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.
                    The key feature to the pressure ability of 2A is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable block strings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.
                    标准蹲姿刺拳。可以投技取消。
                    0帧数优势,还能取消为投技,正确使用这招是非常危险(指对对手)的压制工具。也能用来制造各种帧数陷阱,比较常见的就是2A > 2C(应该是指稍延迟出招?)。
                    2A关键的压制特点就是稍微延迟再出2A或者其他普通技。延迟出招将让压制套路更加难预测,对防御手段有限的对手非常有用。能取消为投技的特性可以制造拆投失败的陷阱。


                    IP属地:安徽10楼2019-10-31 20:33
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                      2B
                      Fast low, and can also be used as a footsie
                      快速的下段,也可以作为勾引手段

                      伤害:550
                      防御:下段
                      起手:9F
                      判定:2F
                      恢复:15F
                      帧数优势:-3
                      属性:脚
                      起手修正:90
                      连段修正:85
                      等级:2
                      跟随连段长度:长
                      取消:必杀取消,RC
                      防御硬直:13F
                      受创硬直:14F
                      不可受身时间:14F
                      击中时停:10F
                      Staple crouching low
                      Can late chain, although time window is smaller
                      In terms of pressure, 2B is not quite as effective as 2A, but it is one of the most useful tools in mix-up. However, chains into and from 2B tend to have gaps where the opponent can reversal, so be wary of how often you're using it.
                      A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when 2B lands is 2B > 5B. If canceled on the earliest frame possible, this Revolver Action actually has no gaps for the opponent to exploit, even when 2B is instant blocked.
                      标准的蹲姿下段技。可以延迟出招,虽然时间间隙更小。
                      当做施压技能的话,2B没2A那么有效,不过在制造二则里面比较有用。但是,取消为2B容易有一个间隙,对方可能会趁此逆转,所以谨慎使用。
                      一般来说连上2B不仅仅只是一种比较安全的手段,也是击中确认的有用手段,比如2B > 5B。如果普通技取消的够快,实际上是没有防御间隙的,哪怕对手直防住了2B。


                      IP属地:安徽11楼2019-10-31 20:35
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                        2C
                        Ragna's only normal that is plus on block
                        拉格纳唯一占据帧数优势的普通技

                        伤害:800
                        防御:上段
                        起手:12F
                        判定:3F
                        恢复:13F
                        帧数优势:+1
                        属性:脚
                        起手修正:100
                        连段修正:89
                        等级:3
                        跟随连段长度:长
                        取消:必杀取消,RC
                        防御硬直:16F
                        受创硬直:17F
                        不可受身时间:19F
                        击中时停:11F
                        Powerful and convenient punish due to its relatively quick start-up and high combo ratings
                        Safe on block, but lacks completely safe Revolver Action options
                        The +1 frame advantage makes 2C a very popular move for Ragna players, and for good reason too. In a pressure game that is severely limited by multiple unsafe moves, 2C is one of the only moves in Ragna's moveset that is positive. If used properly, you can utilize effective guessing games with the opponent and keep them alert.
                        强力而方便的抓破绽——有快速的起手和高连击比率。
                        被防住比较安全,但是缺乏完全安全的普通连锁技选项。
                        +1的帧数优势让2C在拉格纳的玩家中特别受欢迎。在一个拼压制不安全招数又超多的游戏里,2C是拉格纳唯一占据帧数优势的普通技。如果正确使用,你就能和对面玩心理战,使劲耍心眼子,让对方保持警惕。


                        IP属地:安徽12楼2019-10-31 20:35
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                          6B
                          Decent overhead, but great for combos
                          像样的的打头中段技,用于连段更好

                          伤害:800
                          防御:中段
                          起手:24F
                          判定:4F
                          恢复:19F
                          帧数优势:-6
                          属性:身
                          起手修正:80
                          连段修正:89
                          等级:3
                          跟随连段长度:普通
                          取消:必杀取消,RC
                          防御硬直:16F
                          受创硬直:19F
                          不可受身时间:19+击落后24F
                          击中时停:11F
                          Cannot emergency tech on aerial hit
                          Forces crouching state on hit
                          Bonus 110% proration
                          Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, with 6B lacking any chains to C moves, 6B lacks a completely safe block string. Because of this limitation, almost every Revolver Action option after 6B is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 6B > 5D is the hardest gatling option to punish, as it only puni****le on IB.
                          Using 6B within a block string is not as effective as using 6B as a shock tactic move, due to its limited gatlings. Use 6B in obscure places that you believe the opponent will not expect an overhead.
                          空中被击中会导致无法紧急起身。
                          击中会强行对手蹲姿。
                          110%修正奖励
                          拉格纳的普通打头中段技是游戏中又慢又明显的那种。更多的,6B无法取消为C普通技,6B缺乏真正安全的施压手段。因为这个限制,几乎所有能跟在6B后面的不是不安全(比如6A,地狱毒牙,冥王拳),就是不靠谱(血镰,死亡钉刺)。6B > 5D算是最难被抓破绽的选项了,只有在直防后才会被抓。
                          用6B施压不如用6B去给对手搞一个“Surprise mazafaka!”,因为通常取消的选项过于限制。可以试着在对手完全没想到打头中段技的时候用6B。


                          IP属地:安徽14楼2019-10-31 20:37
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                            6C
                            Staple launcher off crouching opponents
                            标准的让蹲姿对手起飞的招数

                            伤害:700 x2
                            防御:下段,上段
                            起手:20F
                            判定:2F(隔4F)2F
                            恢复:33F
                            帧数优势:-16
                            属性:脚,身
                            起手修正:90
                            连段修正:82(只作用一次)
                            等级:4
                            跟随连段长度:长
                            取消:必杀取消,RC,(第二击击中)跳跃取消
                            防御硬直:18F
                            受创硬直:19F,起飞
                            不可受身时间:40F
                            击中时停:12F
                            Second hit launches opponent into the air
                            Second hit slightly pulls opponent in on hit
                            The main purpose of this move is to maximize damage on crouching opponents. Its mixup potential is not very high due to none of its gatlings or cancels being lows, but due to its jump cancel, it is not unsafe.
                            第二击击飞对手,并轻微地把对手往自己方向拉。
                            这招最大的目的还是最大化对蹲姿对手的伤害。它中段混合的功能不是非常好用,因为完全无法取消为下段技。不过还有跳跃取消,所以不是不安全的。


                            IP属地:安徽15楼2019-10-31 20:38
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                              3C
                              Staple trip move, but allows the use of Not Over Yet
                              标准的绊脚技,但是可以启用“还没结束呢”

                              伤害:900
                              防御:下段
                              起手:12F
                              判定:3F
                              恢复:27F
                              帧数优势:-11
                              属性:脚
                              起手修正:90
                              连段修正:92
                              等级:4
                              跟随连段长度:长
                              取消:必杀取消,跳跃取消,RC
                              防御硬直:18F
                              受创硬直:起飞(并不)
                              不可受身时间:40F
                              击中时停:12F
                              Causes techable knockdown on hit
                              Causes untechable knockdown on counter hit
                              Enables use of Not Over Yet
                              3C proves to be a very strong tool for corner okizeme. However, the limitations of the new combo routes hamper the oki's versatility; specifically, 3C okizeme cannot be performed after every corner combo. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, Nightmare Edge, and instant air Blood Scythe at maximum height. However, the latter two options cut combo potential very early, and as a result, you miss out on both damage and heat. Fortunately, if Dead Spike was used very late in a combo, 3C serves as a very viable okizeme option, compared to Hell's Fang and D Inferno Divider, both of which give very little damage, heat, and worse okizeme than 3C.
                              As for the options after 3C okizeme, here are a few:
                              Aerial overhead → air dash j.B > j.C or j.C > j.D
                              Landing low → land 2B/3C/6C
                              Landing throw → land forward/back throw
                              Safe jump setup → falling j.B
                              Landing overhead → land 6B/Gauntlet Hades
                              Of course, you are free to experiment and find your own mix-ups.
                              击倒后可以紧急起身。Counter击倒后无法紧急起身。
                              启用“还没结束呢”
                              3C被证明是角落制造起身压制的强力工具。但是呢,新连段的一些限制妨碍了制造起身压制的多样性,特别的,3C击倒没法在每个角落连段结束后都能用。很少的情况能用的,比如,死亡钉刺 > 冲刺取消,噩梦之刃,起跳最速空中血镰最高距离击中。但是,后两个手段很容易砍掉连段后续发展的可能性,结果就是,既没有伤害也没得火热值。还好,如果死亡钉刺在连段后段使用,3C就可以发挥多样的击倒,比地狱毒牙或者地狱斩那种没多少伤害和火热值的好得多。
                              3C击倒后的一些手段:
                              空中打头——空中突进j.B > j.C或者j.C > j.D
                              落地下段——落地后2B/3C/6C
                              安全跳——下落时j.B
                              落地打头——落地后6B或者冥王拳
                              当然,这东西得你自己去开发。


                              IP属地:安徽16楼2019-10-31 20:38
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