查看完整版本: 铁拳3系统详解

jinwyp 2006-7-6 16:31

铁拳3系统详解

<p>由exandy翻译的财阀原文</p><p>&nbsp;</p><p>t3系统[大家不要急,等我慢慢翻译]</p><p>==============================================================================<br/>= :::::::::::::::::::::::::::::: 系统 SYSTEM ::::::::::::::::::::::::::::::: =<br/>==============================================================================<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; _____________.___. _____________________________&nbsp; _____<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /&nbsp;&nbsp; _____|__&nbsp; |&nbsp;&nbsp; |/&nbsp;&nbsp; _____|__&nbsp;&nbsp;&nbsp; ___|_&nbsp;&nbsp; _____/ /&nbsp;&nbsp;&nbsp;&nbsp; \<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \_____&nbsp; \ /&nbsp;&nbsp; |&nbsp;&nbsp; |\_____&nbsp; \&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp; __)_ /&nbsp; \ /&nbsp; \<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \\____&nbsp;&nbsp; |/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \ |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Y&nbsp;&nbsp;&nbsp; Y&nbsp;&nbsp;&nbsp; \<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /_______&nbsp; // ______/_______&nbsp; / |____|&nbsp; /_______&nbsp; |____|__&nbsp; /<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/ \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/</p><p>==============================================================================<br/>= :::::::::::::::::::::::::::::: 系统 SYSTEM ::::::::::::::::::::::::::::::: =<br/>==============================================================================</p><p>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</p><p>文中涉及的术语请参见置顶帖《指令对照2004版》</p><p>T3的标准运行速度是每秒60帧</p><p>==============================================================================<br/>= :: 移动 Movement :::::::::::::::::::::::::::::::::::::::::: 系统 SYSTEM :: =<br/>==============================================================================</p><p><br/>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<br/>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<br/>动作才能使用更高级的技巧</p><p>-走步 Walking-<br/>-------------------------------------------------------------------------------------------</p><p>操作方式:</p><p>f:向前移动一步<br/>F:向前持续移动<br/>b:向后移动一步<br/>B:向后持续移动</p><p>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</p><p><br/>-进步 Dashing-<br/>-------------------------------------------------------------------------------------------</p><p>操作方式:</p><p>f,f:向前进步 <br/>b,b:向后退步(Back Dash)</p><p>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,</p><p>Dashing is definitely the most common way to get around in Tekken 3. Dashing<br/>can be performed either forwards or backwards, and is done by quickly tapping<br/>the controller twice in the direction you wish to travel. Since dashing is<br/>faster than walking, covering 4.5 steps at once, it's the obvious choice to<br/>get around. Often players find themselves being struck during or after a<br/>backdash is fully complete. This is because you are unable to block during the<br/>backdash, and for 60 frames after it has been fully completed. However, during<br/>a backdash, you can attack or sidestep cancel.</p><p><br/>-跑步 Running-<br/>-------------------------------------------------------------------------------------------</p><p>Running is one of the most misunderstood aspects of Tekken 3 movement. First<br/>of all, running is the quickest way to cover large distances. Depending on how<br/>long your character runs for, different options are available to them. After<br/>running for between 11 and 18 steps, every character will tackle their<br/>opponent to the ground. From the 12th step on, characters with slides and<br/>cross chops will be able to perform them. From the 18th until the run ends,<br/>all characters will perform the unblockable shoulder ram. The entire run<br/>animation ends at the 22nd step. The numbers in the grid below represent steps<br/>traveled.<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .<br/>&nbsp;_________________________________|\<br/>|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \<br/>| 6 | 11 |12| 18 |&nbsp;&nbsp; 18-22&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ' Run ends at 22nd step<br/>|___|____|__|____|___________|____&nbsp; /<br/>&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; |&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |/<br/>&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp; \&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `<br/>&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- (between 18-22 steps) will perform shoulder ram<br/>&nbsp; |&nbsp;&nbsp;&nbsp; |_____/\&nbsp; <br/>&nbsp; |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- (12 steps on) can perform slide/cross chop<br/>&nbsp; |&nbsp;&nbsp;&nbsp; |<br/>&nbsp; |&nbsp;&nbsp;&nbsp; `- (between 11-18 steps) will perform tackle<br/>&nbsp; |<br/>&nbsp; `- (6 steps) begin running</p><p>Slides are performed by running for at least 12 steps, then pressing right<br/>kick (4). Slides hit low and connect with downed opponents. The characters<br/>that cannot perform slides are: King/Yoshimitsu/Gon.</p><p>Flying Cross Chops are performed by running for as least 12 steps, then<br/>pressing both punches (1+2). Flying cross chops hit mid and cause guard stun.</p><p><br/>-蹲走 Crouch Walking-<br/>-------------------------------------------------------------------------------------------</p><p>Crouch walking is a universal feature and is great for getting right up in an<br/>opponent's face when you expect a standing throw or high attack attempt.<br/>Crouch walking is performed by holding down/forward (D/F) on the controller.</p><p><br/>-风神步 Crouch Dashing-<br/>-------------------------------------------------------------------------------------------</p><p>Crouch dashing is an alternate form of dashing which can actually avoid many<br/>high attacks. A crouch dash is a special advancement maneuver which begins<br/>high, moves you towards your opponent, and recovers in a crouch. Characters<br/>which can perform a crouch dash are: Jin/King/Hwoarang/Heihachi. To perform a<br/>crouch dash, tap forward on the controller, return the joystick to neutral,<br/>then roll the controller from down to down/forward: f,N,d,D/F. Holding back on<br/>the controller will cancel the crouch dash.</p><p>Law has his own unique way to crouch dash. First he must be in a full crouch,<br/>then you must roll the controller to down/forward, back to down, then back to<br/>down/forward, which you must hold for a split second. I'm sure this sounds<br/>tricky. This is how it looks in standard conventions: FC,d/f,d,D/F.</p><p><br/>-滑步 Rolling Dashing-<br/>-------------------------------------------------------------------------------------------</p><p>Rolling dashing is very much like crouch dashing, except that rolling dashes<br/>recover high. Characters will a rolling dash are: Paul/Nina/Bryan/Heihachi/<br/>and Anna. To perform a rolling dash, roll the controller from down to forward:<br/>QCF, or d,d/f,f.</p><p><br/>-摆步 Swaying-<br/>-------------------------------------------------------------------------------------------</p><p>Swaying is basically a backwards crouch dash, and can only be performed by:<br/>Paul/Nina/Bryan. To perform a sway, roll the controller from down to back:<br/>QCB, or d,d/b,b. A special bonus of Nina's sway is the fact that it<br/>auto-blocks low for you.</p><p><br/>-横移 Side Stepping-<br/>-------------------------------------------------------------------------------------------</p><p>Sidestepping is basically a new feature for Tekken 3, since not everyone had a<br/>sidestep in Tekken 2. Sidestepping is used to avoid attacks, as well as for<br/>confusing opponents. To perform a sidestep, tap up or down on the controller<br/>and return the stick to neutral. Sidesteps are best used when in close as you<br/>will have a better chance of getting to your opponent's side for a side throw.<br/>The distance characters travel during their sidestep differs. About halfway<br/>through a sidestep, you can cut it short by pressing any button or joystick<br/>motion. By doing this, you will immediately perform the attack or direction<br/>you input. Every character can also sidestep while their back is turned (BK).<br/>This is performed the same way as a normal sidestep. The back-turned sidestep<br/>is quick and doesn't cover as much distance as a normal sidestep. It will also<br/>turn your character back around to face your opponent, except Ling who remains<br/>standing with her back turned. The particular sidestep frame information is<br/>listed below.</p><p>普通横移相关 Normal Sidestep Information<br/>-------------------------------------------------------------------------------------------</p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .<br/>&nbsp;___________________________________|\<br/>| |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \<br/>|1|&nbsp; 11&nbsp; |&nbsp;&nbsp; 17&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp; 25-40&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ' 40 frames for a full Sidestep<br/>|_|______|________|____________|____&nbsp; /<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |/<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- advantage point of SS<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- SS can be canceled from this point on<br/>&nbsp;|&nbsp;&nbsp;&nbsp; |<br/>&nbsp;|&nbsp;&nbsp;&nbsp; `- frames in which you cannot block<br/>&nbsp;|<br/>&nbsp;`- frames to initiate</p><p><br/>背向横移相关 Back Turned (BK) Sidestep Information<br/>-------------------------------------------------------------------------------------------</p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .<br/>&nbsp;_______________________________|\<br/>| |&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \<br/>|1|&nbsp; 9&nbsp; |&nbsp; 9-16&nbsp; |&nbsp; 16-22&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ' 22 frames for a full BK Sidestep<br/>|_|_____|________|_________|____&nbsp; /<br/>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |/<br/>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `<br/>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- can input moves<br/>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |<br/>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; `- considered turning around (no longer BK)<br/>&nbsp;|&nbsp;&nbsp; |<br/>&nbsp;|&nbsp;&nbsp; `- considered back turned to this point<br/>&nbsp;|<br/>&nbsp;`- frames to initiate</p><p><br/>-跳跃 Jumping-<br/>-------------------------------------------------------------------------------------------</p><p>There are two types of jumping in Tekken 3: Hopping and Leaping. A hop is a<br/>short jump which is performed by tapping the controller up/back, up, or<br/>up/forward and holding for a split second. Hops are great for jumping over low<br/>attacks and jumping over downed opponents. A leap is a larger jump which is<br/>performed by holding up/back, up, or up/forward. While in a leap, each<br/>character can perform a jump-stun by pressing left kick (3) as they begin to<br/>descend from their leap. If the kick is unguarded, your opponent will become<br/>double over stunned (DS). After landing from a Leap, characters can perform<br/>any WS attack.</p><p><br/>-后翻 Backflip Evades-<br/>-------------------------------------------------------------------------------------------</p><p>A backflip evade is a character-specific maneuver which allows a character to<br/>handspring backwards away from an opponent. The characters that can perform a<br/>backflip evade are: Nina/Yoshimitsu/Ling/Eddy/Anna. A backflip evade is<br/>executed by rolling the stick from up to up/back: u,u/b. The advantages of a<br/>backflip evade are very decent. First of all, you cannot be thrown out of a<br/>backflip evade. They also cover more distance than a basic backdash. The main<br/>problem of backflip evades is that you are vulnerable during the entire<br/>execution time.</p><p></p><p></p>

jinwyp 2006-7-6 16:33

<p><br/>==============================================================================<br/>= :: 游戏元素 Gameplay Elements ::::::::::::::::::::::::::::: 系统 SYSTEM :: =<br/>==============================================================================</p><p>-------------------------------------------------------------------------------------------</p><p><br/>-伤害 Damage-<br/>-------------------------------------------------------------------------------------------</p><p>Damage in Tekken 3 is based on a points system. Throughout this guide you will<br/>see numbers referring to "damage". This simply refers to the amount of energy<br/>a particular move will take from your opponent's energy bar. Typical settings<br/>in the arcade give a 110-point energy bar during 1player mode and a 140-point<br/>energy bar in 2player mode. These numbers might be different in your arcade if<br/>the settings have been adjusted. Even if the settings have been changed in<br/>your arcade, the points inflicted by a move will always remain constant. The<br/>only exception to this is if the move hits on a counter hit of any kind. This<br/>will actually make the move do more damage than is actually listed in this<br/>guide.</p><p><br/>-防御 Guarding-<br/>-------------------------------------------------------------------------------------------</p><p><br/>Guarding is the single most important element of Tekken 3. Without being able<br/>to successfully defend against your opponent's attacks, you have no chance of<br/>surviving long enough to damage them. The two basic forms of guarding are:<br/>Neutral/Active guarding. They are as follows:</p><p>Neutral guarding is a relatively straightforward procedure. To defend against<br/>high and mid attacks, leave the joystick neutral. To defend against low<br/>attacks, hold down. The problem with neutral guarding is that is it is not a<br/>certainty. After many guard-breaking attacks and/or hits chained onto moves<br/>which have already connected, leaving the joystick neutral will not guard. The<br/>way around this is active guarding. It is important to know that this is a dip<br/>switch setting within the Tekken 3 options menu, and in some arcades it might<br/>be turned off.</p><p>Active guarding is most used by the majority of top level players. To defend<br/>against high and mid attacks, hold back on the joystick. To defend against low<br/>attacks, hold back/down simultaneously. This technique is much more effective<br/>against strings of attacks, and is highly recommended by top level players.</p><p><br/>-防御伤害 Guard Damage-<br/>-------------------------------------------------------------------------------------------</p><p>Guard damage is a term which refers to damage which is actually inflicted when<br/>an opponent guards certain attacks. It is important to know that this is a dip<br/>switch setting within the Tekken 3 options menu, and in some arcades it might<br/>be turned on. This means that every attack that is guarded against will do a<br/>small amount of damage. By default, guard damage is turned off.</p><p><br/>-打击段位 Attack Ranges-<br/>-------------------------------------------------------------------------------------------</p><p>Knowing when and where to strike is a major aspect of Tekken 3 success. There<br/>are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To<br/>guard against high/mid attacks, hold back on the joystick (unless you prefer<br/>to use neutral guard). To guard against low attacks, hold down/back on the<br/>joystick (unless you prefer to use neutral guard, in which case you just hold<br/>down). To guard against special mid attacks, you may hold either back or<br/>down/back on the joystick (unless you prefer to use neutral guard, in which<br/>case you would do nothing).</p><p>There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and<br/>Unblockable. High throws only connect with standing opponents. Crouch throws<br/>only connect with crouching opponents. A very select few throws in Tekken 3<br/>are actually catch throws. This means, besides being throws, they actually<br/>have hit ranges as well. The advantage to this is, if you guard a catch throw<br/>wrong, but the actual throw doesn't grab you, it still can do damage to you<br/>like a special attack would. Ground attacks hit opponents on the ground and<br/>are signified throughout this guide by way of capital letters (ex. H,M,L). A<br/>capitol letter as a hit range signifies that the indicated attack will hit a<br/>downed opponent. Unblockable attacks cannot be guarded against by simply<br/>holding back or down/back on the joystick (unless otherwise noted). To guard<br/>against unblockable attacks, either get out of range, sidestep the attack,<br/>stop the attack before it executes completely, or you can choose to use an<br/>attack reversal/parry. </p><p><br/>-投技 Throws-<br/>-------------------------------------------------------------------------------------------</p><p>Throws are moves which, after intiated, do a considerable amount of damage to<br/>your opponent. The best thing about throws is the that they are very quick<br/>ways do deal damage. Also, most throws are easier to execute than combos. To<br/>perform a basic throw with any character, simultaneously press either left<br/>punch and left kick or right punch and right kick (1+3 or 2+4). Even though<br/>the motion to perform basic throws is the same for each character, the actual<br/>throw performed, as well as the damage, differs depending on which character<br/>you are using.</p><p>Special throws are similar to basic throws except they require specific<br/>joystick and button combinations to perform. On the whole, special throws<br/>inflict more damage that basic throws. This is not always the case, but<br/>generally, special throws are more rewarding than basic throws.</p><p>Side throws are performed exactly like basic throws (1+3 or 2+4) except they<br/>only take effect when you grab an opponent from the side. Most sidethrows also<br/>inflict more damage than basic throws, and they also have great animations.</p><p>Back throws are performed exactly like basic and side throws (1+3 or 2+4)<br/>except they only take effect when you grab an opponent from behind. Back<br/>throws generally do more damage than any other form of throw, and once<br/>initiated, they cannot be escaped.</p><p>Every character can perform a throw while in back-turned (BK) position by<br/>simultaneously pressing either left punch and left kick or right punch and<br/>right kick (1+3 or 2+4). For a back-turned throw, characters will turn around<br/>and attempt to grab their opponent. If they whiff the throw-attempt, they<br/>remain facing forward. Lei/Ling will turn back around into back-turned<br/>position after a whiffed back turned throw attempt.</p><p><br/>-连投 Multi-Part Throws-<br/>-------------------------------------------------------------------------------------------</p><p>Multi-Part throws, also known as link throws, are throws which have an initial<br/>grab, followed by one or more continuations. Multi-part throws take special<br/>timing to perform and often take a lot of practice. Most of the major damage<br/>multi-part throws can be escaped to avoid excess damage.</p><p><br/>-挣脱 Escapes-<br/>-------------------------------------------------------------------------------------------</p><p>Escapes are maneuvers which can evade taking damage, even after certain<br/>attacks have been initiated. Every throw/multi-throw can be escaped except the<br/>Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All<br/>throw escapes will be listed in the character's throw section.</p><p>Tackle escapes are the most complex of all escapes. Depending on whether your<br/>opponent uses a punch series, an arm bar/leg hold, or both, you must use the<br/>correct escape. You also have escape options as you are being tackled. All<br/>tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's<br/>Face Bash cannot be escaped after a tackle.</p><p>&nbsp;________&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; __________________________&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ______________________<br/>| During |&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp; Punch Series&nbsp; | Escapes |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp; Armbar Escapes&nbsp;&nbsp;&nbsp; |<br/>|_Tackle_|&nbsp;&nbsp;&nbsp;&nbsp; |________________|1st_|_4th|&nbsp;&nbsp;&nbsp; |______________________|<br/>|&nbsp;&nbsp; 2+4&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; | if: 1,2,1,2,1&nbsp; |&nbsp; 2 |&nbsp; 1 |&nbsp;&nbsp;&nbsp; |Everyone|&nbsp; 1+2,2,2,2&nbsp; |<br/>|____*1__|&nbsp;&nbsp;&nbsp;&nbsp; |________________|____|____|&nbsp;&nbsp;&nbsp; |________|_____________|<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; | if: 1,2,1,1,2&nbsp; |&nbsp; 2 |&nbsp; 2 |&nbsp;&nbsp;&nbsp; | J/P/N/K| 1+2,2,2,2,2 |<br/>&nbsp;________&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |________________|____|____|&nbsp;&nbsp;&nbsp; |________|______*3_____|<br/>| During |&nbsp;&nbsp;&nbsp;&nbsp; | if: 2,1,2,1,2&nbsp; |&nbsp; 1 |&nbsp; 2 |&nbsp;&nbsp;&nbsp;&nbsp; ______________________<br/>|Takedown|&nbsp;&nbsp;&nbsp;&nbsp; |________________|____|____|&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; Leg Hold Escapes&nbsp;&nbsp; |<br/>|&nbsp; b+1+2 |&nbsp;&nbsp;&nbsp;&nbsp; | if: 2,1,2,2,1&nbsp; |&nbsp; 1 |&nbsp; 1 |&nbsp;&nbsp;&nbsp; |______________________|<br/>|____*2__|&nbsp;&nbsp;&nbsp;&nbsp; |________________|____|____|&nbsp;&nbsp;&nbsp; |Everyone| 1+2,1,1,1,1 |<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |________|_____________|<br/>(*1: must be input during tackle animation)&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; N/K&nbsp; |1+2,1,1,1,1,1|<br/>(*2: must be input as character hits ground)&nbsp;&nbsp; |________|______*4_____|<br/>(*3: will damage character after escape)<br/>(*4: will damage character after escape)<br/>J=Jin P=Paul N=Nina K=King</p><p><br/>-返 Reversals-<br/>-------------------------------------------------------------------------------------------</p><p>Attack reversals are character-specific maneuvers which grab an opponent's<br/>outstretched limbs, then do damage depending on which move was reversed. The<br/>characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of<br/>these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and<br/>high/mid punches. King can only reverse high/mid kicks and the special<br/>Lightning Kick. Law can only reverse high/mid punches.</p><p>Heihachi has a special right-kick-only reversal which will automatically<br/>reverse any right kick that hits Heihachi on major counter (MC).</p><p>Ogre's God Reversal high attack reversal has no whiff animation. You must<br/>perform the reversal motion right as an attack is about to make contact with<br/>your character.</p><p>Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You<br/>must first be in a full crouch, then as a mid/low punch is about to hit you,<br/>roll the stick from the full crouch to down/forward.</p><p>Reversal specific damage/input time/recovery information is listed below.</p><p>Jin/Paul/Nina/Anna: High/Mid Reversal<br/>(b+1+3 or b+2+4)<br/>Active between the 2nd-10th frames<br/>26 frames of recovery (if whiffed)<br/>38 frames of execution (if whiffed)</p><p>King: High/Mid Kick Reversal<br/>(b+1+3 or b+2+4)<br/>Active between the 2nd-14th frames<br/>22 frames of recovery (if whiffed)<br/>36 frames of execution (if whiffed)</p><p>Law: Tricky Step High/Mid Punch Reversal<br/>(b+1+2)<br/>Active between the 5th-20th frames<br/>Recovers in the Tricky Step (if whiffed)</p><p><br/>-裁 Parries-<br/>-------------------------------------------------------------------------------------------</p><p>Parries are character-specific maneuvers which knock/push an opponent's attack<br/>to the side, giving the character performing the parry an advantage. There are<br/>two different types of parries: High/Mid Parries; and low parries. Characters<br/>with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are:<br/>Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives<br/>a 7-frame advantage. A low parry against a low punch gives a 14-frame<br/>advantage. A low parry against a low kick is the best possible parry situation<br/>as it gives a 26-frame advantage.</p><p>Law/Ling: High Parry<br/>(Law: b+1+3 or b+2+4, Ling: 1+4)<br/>Active between the 2nd-11th frames<br/>24 frames of recovery (if whiffed)<br/>35 frames of execution (if whiffed)</p><p>Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry<br/>(Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4)<br/>(King: d+1+4 or d+2+3)<br/>(Ling: d+1+4)<br/>Active between the 2nd-14th frames<br/>2 frames of recovery (if whiffed)<br/>16 frames of execution (if whiffed)</p><p>Lei: Drunken Stance High/Mid Punch Parry<br/>(f+3+4)<br/>Active between the 5th-25th frames*<br/>Recovers in Drunken Stance (DRN)<br/>(*: the active time becomes reactive again during the Drunken Stance. also<br/>&nbsp;&nbsp;&nbsp; permanently active against high punches)(need to confirm)</p><p></p>

sxper 2006-7-21 14:11

bu&nbsp; dong

zhuhairong 2006-12-13 09:15

能用易懂的方式吗?

bufan1988 2007-7-23 21:21

疯了,楼上的都说了些什么啊?

小小飞侠 2007-12-15 20:40

看不懂啊 :L

zwj_325200 2007-12-16 10:29

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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