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[系统] 铁拳3系统详解      

铁拳3系统详解

由exandy翻译的财阀原文

 

t3系统[大家不要急,等我慢慢翻译]

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= :::::::::::::::::::::::::::::: 系统 SYSTEM ::::::::::::::::::::::::::::::: =
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           _____________.___. _____________________________  _____
          /   _____|__  |   |/   _____|__    ___|_   _____/ /     \
          \_____  \ /   |   |\_____  \  |    |   |    __)_ /  \ /  \
          /        \\____   |/        \ |    |   |        Y    Y    \
         /_______  // ______/_______  / |____|  /_______  |____|__  /
                 \/ \/              \/                  \/        \/

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= :::::::::::::::::::::::::::::: 系统 SYSTEM ::::::::::::::::::::::::::::::: =
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本文的目的是全面分析Tekken 3的系统,无论对新手还是对老手都值得一看,请认真阅读

文中涉及的术语请参见置顶帖《指令对照2004版》

T3的标准运行速度是每秒60帧

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= :: 移动 Movement :::::::::::::::::::::::::::::::::::::::::: 系统 SYSTEM :: =
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要保证成功的攻击和防御,必须在正确的时间占据正确的位置,所以移动是必不可少的环节,机动能力
强的人才能在对战之中赢得主动权,在T3中,所有的移动方式都有其特定的用处,必须熟练掌握所有的
动作才能使用更高级的技巧

-走步 Walking-
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操作方式:

f:向前移动一步
F:向前持续移动
b:向后移动一步
B:向后持续移动

这是最基本的移动方式,也是速度最慢的,但在需要精确定位的时候非常有用,例如在连技之中


-进步 Dashing-
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操作方式:

f,f:向前进步
b,b:向后退步(Back Dash)

进步是T3里最常用的一种移动方式,速度是普通行走的4.5倍,

Dashing is definitely the most common way to get around in Tekken 3. Dashing
can be performed either forwards or backwards, and is done by quickly tapping
the controller twice in the direction you wish to travel. Since dashing is
faster than walking, covering 4.5 steps at once, it's the obvious choice to
get around. Often players find themselves being struck during or after a
backdash is fully complete. This is because you are unable to block during the
backdash, and for 60 frames after it has been fully completed. However, during
a backdash, you can attack or sidestep cancel.


-跑步 Running-
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Running is one of the most misunderstood aspects of Tekken 3 movement. First
of all, running is the quickest way to cover large distances. Depending on how
long your character runs for, different options are available to them. After
running for between 11 and 18 steps, every character will tackle their
opponent to the ground. From the 12th step on, characters with slides and
cross chops will be able to perform them. From the 18th until the run ends,
all characters will perform the unblockable shoulder ram. The entire run
animation ends at the 22nd step. The numbers in the grid below represent steps
traveled.
                                  .
 _________________________________|\
|   |    |  |    |           |      \
| 6 | 11 |12| 18 |   18-22   |       ' Run ends at 22nd step
|___|____|__|____|___________|____  /
  |    |   |   |       |          |/
  |    |    \  |       |          `
  |    |     \/        `- (between 18-22 steps) will perform shoulder ram
  |    |_____/\ 
  |    |       `- (12 steps on) can perform slide/cross chop
  |    |
  |    `- (between 11-18 steps) will perform tackle
  |
  `- (6 steps) begin running

Slides are performed by running for at least 12 steps, then pressing right
kick (4). Slides hit low and connect with downed opponents. The characters
that cannot perform slides are: King/Yoshimitsu/Gon.

Flying Cross Chops are performed by running for as least 12 steps, then
pressing both punches (1+2). Flying cross chops hit mid and cause guard stun.


-蹲走 Crouch Walking-
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Crouch walking is a universal feature and is great for getting right up in an
opponent's face when you expect a standing throw or high attack attempt.
Crouch walking is performed by holding down/forward (D/F) on the controller.


-风神步 Crouch Dashing-
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Crouch dashing is an alternate form of dashing which can actually avoid many
high attacks. A crouch dash is a special advancement maneuver which begins
high, moves you towards your opponent, and recovers in a crouch. Characters
which can perform a crouch dash are: Jin/King/Hwoarang/Heihachi. To perform a
crouch dash, tap forward on the controller, return the joystick to neutral,
then roll the controller from down to down/forward: f,N,d,D/F. Holding back on
the controller will cancel the crouch dash.

Law has his own unique way to crouch dash. First he must be in a full crouch,
then you must roll the controller to down/forward, back to down, then back to
down/forward, which you must hold for a split second. I'm sure this sounds
tricky. This is how it looks in standard conventions: FC,d/f,d,D/F.


-滑步 Rolling Dashing-
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Rolling dashing is very much like crouch dashing, except that rolling dashes
recover high. Characters will a rolling dash are: Paul/Nina/Bryan/Heihachi/
and Anna. To perform a rolling dash, roll the controller from down to forward:
QCF, or d,d/f,f.


-摆步 Swaying-
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Swaying is basically a backwards crouch dash, and can only be performed by:
Paul/Nina/Bryan. To perform a sway, roll the controller from down to back:
QCB, or d,d/b,b. A special bonus of Nina's sway is the fact that it
auto-blocks low for you.


-横移 Side Stepping-
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Sidestepping is basically a new feature for Tekken 3, since not everyone had a
sidestep in Tekken 2. Sidestepping is used to avoid attacks, as well as for
confusing opponents. To perform a sidestep, tap up or down on the controller
and return the stick to neutral. Sidesteps are best used when in close as you
will have a better chance of getting to your opponent's side for a side throw.
The distance characters travel during their sidestep differs. About halfway
through a sidestep, you can cut it short by pressing any button or joystick
motion. By doing this, you will immediately perform the attack or direction
you input. Every character can also sidestep while their back is turned (BK).
This is performed the same way as a normal sidestep. The back-turned sidestep
is quick and doesn't cover as much distance as a normal sidestep. It will also
turn your character back around to face your opponent, except Ling who remains
standing with her back turned. The particular sidestep frame information is
listed below.

普通横移相关 Normal Sidestep Information
-------------------------------------------------------------------------------------------

                                    .
 ___________________________________|\
| |      |        |            |      \
|1|  11  |   17   |    25-40   |       ' 40 frames for a full Sidestep
|_|______|________|____________|____  /
 |    |       |          |          |/
 |    |       |          |          `
 |    |       |          `- advantage point of SS
 |    |       |
 |    |       `- SS can be canceled from this point on
 |    |
 |    `- frames in which you cannot block
 |
 `- frames to initiate


背向横移相关 Back Turned (BK) Sidestep Information
-------------------------------------------------------------------------------------------

                                .
 _______________________________|\
| |     |        |         |      \
|1|  9  |  9-16  |  16-22  |       ' 22 frames for a full BK Sidestep
|_|_____|________|_________|____  /
 |   |       |        |         |/
 |   |       |        |         `
 |   |       |        `- can input moves
 |   |       |
 |   |       `- considered turning around (no longer BK)
 |   |
 |   `- considered back turned to this point
 |
 `- frames to initiate


-跳跃 Jumping-
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There are two types of jumping in Tekken 3: Hopping and Leaping. A hop is a
short jump which is performed by tapping the controller up/back, up, or
up/forward and holding for a split second. Hops are great for jumping over low
attacks and jumping over downed opponents. A leap is a larger jump which is
performed by holding up/back, up, or up/forward. While in a leap, each
character can perform a jump-stun by pressing left kick (3) as they begin to
descend from their leap. If the kick is unguarded, your opponent will become
double over stunned (DS). After landing from a Leap, characters can perform
any WS attack.


-后翻 Backflip Evades-
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A backflip evade is a character-specific maneuver which allows a character to
handspring backwards away from an opponent. The characters that can perform a
backflip evade are: Nina/Yoshimitsu/Ling/Eddy/Anna. A backflip evade is
executed by rolling the stick from up to up/back: u,u/b. The advantages of a
backflip evade are very decent. First of all, you cannot be thrown out of a
backflip evade. They also cover more distance than a basic backdash. The main
problem of backflip evades is that you are vulnerable during the entire
execution time.

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-伤害 Damage-
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Damage in Tekken 3 is based on a points system. Throughout this guide you will
see numbers referring to "damage". This simply refers to the amount of energy
a particular move will take from your opponent's energy bar. Typical settings
in the arcade give a 110-point energy bar during 1player mode and a 140-point
energy bar in 2player mode. These numbers might be different in your arcade if
the settings have been adjusted. Even if the settings have been changed in
your arcade, the points inflicted by a move will always remain constant. The
only exception to this is if the move hits on a counter hit of any kind. This
will actually make the move do more damage than is actually listed in this
guide.


-防御 Guarding-
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Guarding is the single most important element of Tekken 3. Without being able
to successfully defend against your opponent's attacks, you have no chance of
surviving long enough to damage them. The two basic forms of guarding are:
Neutral/Active guarding. They are as follows:

Neutral guarding is a relatively straightforward procedure. To defend against
high and mid attacks, leave the joystick neutral. To defend against low
attacks, hold down. The problem with neutral guarding is that is it is not a
certainty. After many guard-breaking attacks and/or hits chained onto moves
which have already connected, leaving the joystick neutral will not guard. The
way around this is active guarding. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned off.

Active guarding is most used by the majority of top level players. To defend
against high and mid attacks, hold back on the joystick. To defend against low
attacks, hold back/down simultaneously. This technique is much more effective
against strings of attacks, and is highly recommended by top level players.


-防御伤害 Guard Damage-
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Guard damage is a term which refers to damage which is actually inflicted when
an opponent guards certain attacks. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned on. This means that every attack that is guarded against will do a
small amount of damage. By default, guard damage is turned off.


-打击段位 Attack Ranges-
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Knowing when and where to strike is a major aspect of Tekken 3 success. There
are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To
guard against high/mid attacks, hold back on the joystick (unless you prefer
to use neutral guard). To guard against low attacks, hold down/back on the
joystick (unless you prefer to use neutral guard, in which case you just hold
down). To guard against special mid attacks, you may hold either back or
down/back on the joystick (unless you prefer to use neutral guard, in which
case you would do nothing).

There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and
Unblockable. High throws only connect with standing opponents. Crouch throws
only connect with crouching opponents. A very select few throws in Tekken 3
are actually catch throws. This means, besides being throws, they actually
have hit ranges as well. The advantage to this is, if you guard a catch throw
wrong, but the actual throw doesn't grab you, it still can do damage to you
like a special attack would. Ground attacks hit opponents on the ground and
are signified throughout this guide by way of capital letters (ex. H,M,L). A
capitol letter as a hit range signifies that the indicated attack will hit a
downed opponent. Unblockable attacks cannot be guarded against by simply
holding back or down/back on the joystick (unless otherwise noted). To guard
against unblockable attacks, either get out of range, sidestep the attack,
stop the attack before it executes completely, or you can choose to use an
attack reversal/parry.


-投技 Throws-
-------------------------------------------------------------------------------------------

Throws are moves which, after intiated, do a considerable amount of damage to
your opponent. The best thing about throws is the that they are very quick
ways do deal damage. Also, most throws are easier to execute than combos. To
perform a basic throw with any character, simultaneously press either left
punch and left kick or right punch and right kick (1+3 or 2+4). Even though
the motion to perform basic throws is the same for each character, the actual
throw performed, as well as the damage, differs depending on which character
you are using.

Special throws are similar to basic throws except they require specific
joystick and button combinations to perform. On the whole, special throws
inflict more damage that basic throws. This is not always the case, but
generally, special throws are more rewarding than basic throws.

Side throws are performed exactly like basic throws (1+3 or 2+4) except they
only take effect when you grab an opponent from the side. Most sidethrows also
inflict more damage than basic throws, and they also have great animations.

Back throws are performed exactly like basic and side throws (1+3 or 2+4)
except they only take effect when you grab an opponent from behind. Back
throws generally do more damage than any other form of throw, and once
initiated, they cannot be escaped.

Every character can perform a throw while in back-turned (BK) position by
simultaneously pressing either left punch and left kick or right punch and
right kick (1+3 or 2+4). For a back-turned throw, characters will turn around
and attempt to grab their opponent. If they whiff the throw-attempt, they
remain facing forward. Lei/Ling will turn back around into back-turned
position after a whiffed back turned throw attempt.


-连投 Multi-Part Throws-
-------------------------------------------------------------------------------------------

Multi-Part throws, also known as link throws, are throws which have an initial
grab, followed by one or more continuations. Multi-part throws take special
timing to perform and often take a lot of practice. Most of the major damage
multi-part throws can be escaped to avoid excess damage.


-挣脱 Escapes-
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Escapes are maneuvers which can evade taking damage, even after certain
attacks have been initiated. Every throw/multi-throw can be escaped except the
Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All
throw escapes will be listed in the character's throw section.

Tackle escapes are the most complex of all escapes. Depending on whether your
opponent uses a punch series, an arm bar/leg hold, or both, you must use the
correct escape. You also have escape options as you are being tackled. All
tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's
Face Bash cannot be escaped after a tackle.

 ________       __________________________      ______________________
| During |     |  Punch Series  | Escapes |    |    Armbar Escapes    |
|_Tackle_|     |________________|1st_|_4th|    |______________________|
|   2+4  |     | if: 1,2,1,2,1  |  2 |  1 |    |Everyone|  1+2,2,2,2  |
|____*1__|     |________________|____|____|    |________|_____________|
               | if: 1,2,1,1,2  |  2 |  2 |    | J/P/N/K| 1+2,2,2,2,2 |
 ________      |________________|____|____|    |________|______*3_____|
| During |     | if: 2,1,2,1,2  |  1 |  2 |     ______________________
|Takedown|     |________________|____|____|    |   Leg Hold Escapes   |
|  b+1+2 |     | if: 2,1,2,2,1  |  1 |  1 |    |______________________|
|____*2__|     |________________|____|____|    |Everyone| 1+2,1,1,1,1 |
                                               |________|_____________|
(*1: must be input during tackle animation)    |   N/K  |1+2,1,1,1,1,1|
(*2: must be input as character hits ground)   |________|______*4_____|
(*3: will damage character after escape)
(*4: will damage character after escape)
J=Jin P=Paul N=Nina K=King


-返 Reversals-
-------------------------------------------------------------------------------------------

Attack reversals are character-specific maneuvers which grab an opponent's
outstretched limbs, then do damage depending on which move was reversed. The
characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of
these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and
high/mid punches. King can only reverse high/mid kicks and the special
Lightning Kick. Law can only reverse high/mid punches.

Heihachi has a special right-kick-only reversal which will automatically
reverse any right kick that hits Heihachi on major counter (MC).

Ogre's God Reversal high attack reversal has no whiff animation. You must
perform the reversal motion right as an attack is about to make contact with
your character.

Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You
must first be in a full crouch, then as a mid/low punch is about to hit you,
roll the stick from the full crouch to down/forward.

Reversal specific damage/input time/recovery information is listed below.

Jin/Paul/Nina/Anna: High/Mid Reversal
(b+1+3 or b+2+4)
Active between the 2nd-10th frames
26 frames of recovery (if whiffed)
38 frames of execution (if whiffed)

King: High/Mid Kick Reversal
(b+1+3 or b+2+4)
Active between the 2nd-14th frames
22 frames of recovery (if whiffed)
36 frames of execution (if whiffed)

Law: Tricky Step High/Mid Punch Reversal
(b+1+2)
Active between the 5th-20th frames
Recovers in the Tricky Step (if whiffed)


-裁 Parries-
-------------------------------------------------------------------------------------------

Parries are character-specific maneuvers which knock/push an opponent's attack
to the side, giving the character performing the parry an advantage. There are
two different types of parries: High/Mid Parries; and low parries. Characters
with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are:
Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives
a 7-frame advantage. A low parry against a low punch gives a 14-frame
advantage. A low parry against a low kick is the best possible parry situation
as it gives a 26-frame advantage.

Law/Ling: High Parry
(Law: b+1+3 or b+2+4, Ling: 1+4)
Active between the 2nd-11th frames
24 frames of recovery (if whiffed)
35 frames of execution (if whiffed)

Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry
(Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4)
(King: d+1+4 or d+2+3)
(Ling: d+1+4)
Active between the 2nd-14th frames
2 frames of recovery (if whiffed)
16 frames of execution (if whiffed)

Lei: Drunken Stance High/Mid Punch Parry
(f+3+4)
Active between the 5th-25th frames*
Recovers in Drunken Stance (DRN)
(*: the active time becomes reactive again during the Drunken Stance. also
    permanently active against high punches)(need to confirm)

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bu  dong

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能用易懂的方式吗?

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疯了,楼上的都说了些什么啊?

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看不懂啊 :L

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大家没有看LZ说: 不要急,慢慢翻译么?:Q   其实,只要静下心,这些英文倒不难。 只是,是在没空而已:loveliness:

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