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posted by 论坛助手, platform: iPhone
昨天买了一份联机,虽然被人狂虐,但是爽极了,期待6代早点出!
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posted by wap, platform: Chrome
哪里能查角色重量这种隐藏参数,帧数表什么的
一套空连能打jacky打不了akira,不是说新版本减小体重差异嘛
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posted by wap, platform: Chrome
原帖由 @道克斯 于 2025-1-27 23:44 发表
网络果然是个问题,从段位战搜人退出来直接卡在这个画面不动了
https://steamcommunity.com/app/3112260/discussions/0/596265364943290406/
从游戏上架开始讨论区已经有几十人反映这个问题了,算是最常见也是最严重的bug,但是sega依然没有动静。是销量太低退款的太多不高兴修了吗
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posted by wap, platform: Chrome
找了半天才找到送的秘藏资料集和纪念壁纸,在游戏安装目录里有个dlc文件夹
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posted by wap, platform: Chrome
石井精一这是抱着铃木裕的垃圾桶叛逃namco
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posted by wap, platform: Chrome
陈洛最开始的设定叫李,后面才改成和陈佩父女关系
这个弃用的角色名字都被铁拳1抄去了。。。
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posted by wap, platform: Chrome
200元买个能网战的完整版游戏真不贵
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posted by wap, platform: Chrome
原帖由 @道克斯 于 2025-1-30 09:24 发表
哪里能查角色重量这种隐藏参数,帧数表什么的
一套空连能打jacky打不了akira,不是说新版本减小体重差异嘛
pai也连不上,看来影响空连的不光体重还有身材,不错不错,有深度的游戏
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如果jacky能连但是pai连不上的话可能是脚步问题
我拍了几张fs攻略本里的图 供参考
不过这个revo(包括之前的esports)应该是很多细节上的地方都不一样了 所以只能参考
官网我没见到官方帧数表
其它类似网站也没怎么搜过 因为没街机我也没怎么深入练过 就靠肌肉记忆吃老本
x上能搜到一些玩家打的combo 我看好多都是围绕让人坐地上之后起手(しりもち) 之前很少见到
可能是此作为了加快节奏让玩家少后撤 以前后撤时候摸了就摸了 现在蹭蹭就让你就大大大不利(猜的)
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posted by wap, platform: Chrome
原帖由 @FireLiu 于 2025-1-30 20:04 发表
如果jacky能连但是pai连不上的话可能是脚步问题
我拍了几张fs攻略本里的图 供参考
不过这个revo(包括之前的esports)应该是很多细节上的地方都不一样了 所以只能参考
官网我没见到官方帧数表
其它类似网站也没怎么搜过 因为没街机我也没怎么深入练过 就靠肌肉记忆吃老本
x上能搜到一些玩家打的combo 我看好多都是围绕让人坐地上之后起手(しりもち) 之前很少见到
可能是此作为了加快节奏让玩家少后撤 以前后撤时候摸了就摸了 现在蹭蹭就让你就大大大不利(猜的)
火刘我还记得当年你放的橙皮书呢,可惜现在视频时代,ARC没落,再也没有这类书可以看了
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posted by wap, platform: Chrome
原帖由 @FireLiu 于 2025-1-30 20:04 发表
如果jacky能连但是pai连不上的话可能是脚步问题
我拍了几张fs攻略本里的图 供参考
不过这个revo(包括之前的esports)应该是很多细节上的地方都不一样了 所以只能参考
官网我没见到官方帧数表
其它类似网站也没怎么搜过 因为没街机我也没怎么深入练过 就靠肌肉记忆吃老本
x上能搜到一些玩家打的combo 我看好多都是围绕让人坐地上之后起手(しりもち) 之前很少见到
可能是此作为了加快节奏让玩家少后撤 以前后撤时候摸了就摸了 现在蹭蹭就让你就大大大不利(猜的)
goh的46p>p>1p+k>3pp这套,能完整打jacky,但是连pai的候最后一下会miss,两种脚步都试了,估计是pai的受创判定小一些
不过这个好像是新版改动后的连法,之前印象中没见过
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原帖由 道克斯 于 2025-1-30 21:05 发表
posted by wap, platform: Chrome
goh的46p>p>1p+k>3pp这套,能完整打jacky,但是连pai的候最后一下会miss,两种脚步都试了,估计是pai的受创判定小一些
不过这个好像是新版改动后的连法,之前印象中没见过
这个我平行步测试了一下是可以连的
技巧就是站P之后等一会儿再发三途河送,这样之后的3PP就能接上
VF里有一个操作叫1帧消费 你可以站P之后输入66 之后不用等 马上发1P+K 之后的3PP就能接上
这个1帧消费具体怎么解释我记不清了 反正就是你出某些招硬直的时候66一下 11/33什么的都可以 之后你发的招就默认中间空了一帧 这样就会影响挨揍的对手的高度 有些你本来连不上的招就能连上了
这个我记得是evo攻略本里写的 2代3代没玩那么细记不清了 google估计能搜到很详细的解释
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本帖最后由 FireLiu 于 2025-1-30 21:26 编辑 ]
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原帖由 九阴玄女 于 2025-1-30 20:51 发表
posted by wap, platform: Chrome
火刘我还记得当年你放的橙皮书呢,可惜现在视频时代,ARC没落,再也没有这类书可以看了
家用机游戏有的攻略本也挺厚的 我买那个电击出的法环攻略本600页左右 放冰箱里冻硬了抡脑袋一下估计也够20-30帧不利的
不过时效性这块书籍肯定没戏 相信未来的ai会有掌握“把各路视频和wiki等等网站的文字汇总一下去其糟粕取之精华并以最简练的图文/视频方式展现给玩家”这种能力的一天
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posted by wap, platform: Chrome
原帖由 @FireLiu 于 2025-1-30 21:20 发表
这个我平行步测试了一下是可以连的
技巧就是站P之后等一会儿再发三途河送,这样之后的3PP就能接上
VF里有一个操作叫1帧消费 你可以站P之后输入66 之后不用等 马上发1P+K 之后的3PP就能接上
这个1帧消费具体怎么解释我记不清了 反正就是你出某些招硬直的时候66一下 11/33什么的都可以 之后你发的招就默认中间空了一帧 这样就会影响挨揍的对手的高度 有些你本来连不上的招就能连上了
这个我记得是evo攻略本里写的 2代3代没玩那么细记不清了 google估计能搜到很详细的解释
等一下确实能连上,不过好难啊,感觉输入窗口只有1到2帧的样子
我开ps3试了一下,fs里这套是不成立的,感觉像是新版针对jacky的特定连,以此平衡角色相性,同时也丰富了空连的花样,之前基本都是农夫三拳看得疲劳了
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原帖由 道克斯 于 2025-1-30 22:39 发表
posted by wap, platform: Chrome
等一下确实能连上,不过好难啊,感觉输入窗口只有1到2帧的样子
我开ps3试了一下,fs里这套是不成立的,感觉像是新版针对jacky的特定连,以此平衡角色相性,同时也丰富了空连的花样 ...
PG 661P+K,这样按你就可以在P按下去以后直接661了
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原帖由 道克斯 于 2025-1-29 11:59 发表
posted by wap, platform: Chrome
wap版一次只能传一张图
买了30周年纪念版,DLC文件夹里只有pdf的资料设定集和壁纸两个文件夹。请问OST原声在哪个文件夹?
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posted by wap, platform: iPhone
原帖由 @道克斯 于 2025-1-30 22:39 发表
等一下确实能连上,不过好难啊,感觉输入窗口只有1到2帧的样子
我开ps3试了一下,fs里这套是不成立的,感觉像是新版针对jacky的特定连,以此平衡角色相性,同时也丰富了空连的花样,之前基本都是农夫三拳看得疲劳了
这个是新平衡补丁中对日守刚1p+k的增强,连段中1p+k这招浮空的高度更高了,所以有了一些新连段。比如日守刚4p+k后现在可以接p,1p+k,农夫三拳,比之前的崩地连段伤害提高了
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posted by wap, platform: iOS
原帖由 @LiquidM 于 2025-1-31 02:33 发表
这个是新平衡补丁中对日守刚1p+k的增强,连段中1p+k这招浮空的高度更高了,所以有了一些新连段。比如日守刚4p+k后现在可以接p,1p+k,农夫三拳,比之前的崩地连段伤害提高了
原来如此,感觉思路有点像铁拳8的崩天,但是效果没那么夸张
vf被tk抄了二十年终于开始“复仇”了233
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posted by wap, platform: Chrome
原帖由 @海阔天空 于 2025-1-31 01:09 发表
买了30周年纪念版,DLC文件夹里只有pdf的资料设定集和壁纸两个文件夹。请问OST原声在哪个文件夹?
ost需要到steam客户端里下载
游戏库里vf5主页的成就上面有个额外内容就是,点进去有下载到本地的选项,默认下载到steam安装目录里的music文件夹
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posted by wap, platform: Chrome
台湾老哥讲解vf系列历史,挺有意思的,目前更新到vf3
https://www.youtube.com/watch?v=o0z-zHbHTwo
https://www.youtube.com/watch?v=oidel9-taD4
https://www.youtube.com/watch?v=0eVSyyXH2c8
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posted by wap, platform: Android
VF1街机版屏蔽了四个人物,中东土豪。美军,便装akira,还有武术家造型的DURAL,用作弊码就能使用。
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posted by wap, platform: Chrome
原帖由 @orx 于 2025-1-31 10:01 发表
VF1街机版屏蔽了四个人物,中东土豪。美军,便装akira,还有武术家造型的DURAL,用作弊码就能使用。
中东角色这个真的意外,之前有人讲街霸的rashid是借鉴了铁拳的shaheen,没想到这个角色人家sega三十年前就设计过
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土星那个vr战士对格斗之蛇能用刀哥,不过隐藏角色没有技表,cpu有几个招我们当时能想到的输入方法各种穷举法都试了也出不来,当时也没网和国外资料,后来好像是电软还是啥地方出了本3D格斗天书买了一本破案了,要先输入2G才可以我TM真服了。
[ 本帖最后由 FireLiu 于 2025-1-31 11:18 编辑 ]
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posted by wap, platform: Chrome
第一个补丁要来了
https://x.com/VF_SEGA/status/1885172583450202456
段位战连续打第二场时会跳过一部分动画好评,如果一场打完最后的摆造型动画也能按键跳过就更好了
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posted by 论坛助手, platform: iPhone
原帖由 道克斯 于 2025-01-31 07:13 发表
ost需要到steam客户端里下载
游戏库里vf5主页的成就上面有个额外内容就是,点进去有下载到本地的选项,默认下载到s...
已经搞好了,正在听。多谢
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这游戏手柄能调震动吗?option选项里找来找去没看到:哇哦(赵叔专用):
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posted by wap, platform: Chrome
这游戏太细了
goh的1P+K 9P+K只能连小体角色,连jean和jacky比较特别平行步能连上八字步就连不上,连brad也特殊,1P+K的第19帧判定命中连不上,20帧判定命中就能连上
奇怪的是连不了lau,老头看着也没有jacky和jaen壮啊。。
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posted by wap, platform: Chrome
VF老炮栗田对制作人青木的访谈
https://x.com/vfdotcom/status/1885171376287322498
How REVO got started
- After VF5US/VFeS was released, Aoki wanted to make a VF product that meets the requests of fans - rollback, PC, game balance adjustment.
- Planning for REVO started around the release of VF5US/VFeS in 2021. Actual preparation work started January 2024.
- Two hurdles to overcome for a game in which the last game balance update was 13 years ago -
Rebuilding the development environment to allow game adjustments
Bringing the original staff in charge of balance adjustments. Only one or two members of the staff is still at the company. Others are not part of the company and was contacted for the team up.
- Actual game development started in June 2024 with just a text file basically of frame data. They had to rebuild the "development environment" that would allow them to actually test and make the adjustments they want to the game.
- The team had 13 years to dwell on changes/adjustments they wanted to make and likely made some changes too extreme, like Eileen's infamous rice planting attack ([1][P][+][K][P], official move name Enkō Sōtekitō, Monkey Picks Peaches Twice)
Balance Adjustments and Game Updates
- While some strong characters were adjusted slightly to be less strong, the overall changes was an upward adjustment for most characters. Goal was not to lose the uniqueness of the characters while looking at weak or difficult to use techniques.
- [P]/[6_][P] change was to tune it for players using game pads.
- Weight difference in characters plays an important role in game balance, adjustment was made to reduce complexity.
- The most difficult thing and what seem to gave Aoki the most headaches (and he repeatedly states in the interview) is recreating the "development environment" that would allow them to make changes to the game. 13 years is a long time and the old environment that was used to make changes is completely different from what is being used in present day.
- Rollback was also difficult to implement since the game was not designed from the ground up to be play with rollback.
Frequency of Game Adjustments and Updates
- Ask about plans for additional major updates to game and the frequency, Aoki mentioned they will make game balance changes as necessary, but no regularly schedule dates for game updates.
- No plans for major updates to training mode, new characters, new stages, or new techniques. Kurita continue asking about this making note that some characters such as Aoi, Eileen, Jean, and Taka did not get any past techniques brought back to REVO. Aoki interestingly commented that in order to make balance adjustments, not only are techniques added back to the game, but existing techniques maybe removed or "sealed."
- Kurita asked if stagger recovery mechanic would be removed (Kurita apparently is not a fan of stagger recovery!). Aoki mentions VFers are used to it, so he would not go as far to eliminate the mechanic. Both Aoki and Kurita, however, agreed it is quite stressful and would prefer to have new players deal with less "stressful" situations.
- On new costumes or items...again there is no plans at the moment, but if people requests it, Aoki say they can reissue past items. Aoki basically telling people to join the official Virtua Fighter discord and ask for the items and give feedback.
- A focus on attracting new players, actively making video content. Aoki mentioned a "Disciple System" that benefits the mentor when their student skills has grown. Actual words Aoki used was parents and children. Note: I believe the reference to Disciple System goes back to a feature of Virtua Fighter 5 R arcade in which players have AI disciples learned a player's actions.)
- Aware of PC issues of cheaters, and have some preparations. But there are some things that they won't be able to deal with to a certain extent.
Tournament Scene and Global Expansion
- Frosty Faustings tournament was close to the release date of REVO which was one reason for choosing that event. Original capacity was 128 players, but that was reached quickly. Increased to 256 players cap which was also met.
- Aoki realized importance of North America and Europe's market for Virtua Fighter.
- EVO Japan 2025 - SEGA collaboration with VFR for Beat-Tribe Cup was suggested by Matsuda Yasuaki (Chief of Tournament Operations of EVO Japan and in charge of Game-Newton). Team battles as part of the identity of Virtua Fighter's history.
- Aoki mentions Beat Tribe, Tougeki, and the official SEGA's Fighting New Century (Kakutou Shinseiki tournaments) as key events for people that have played Virtua Fighter for a long time.
- Virtua Fighter Open Championship - over the course of the year, regional tournaments around the world to select a few people from each region to participate in a Grand Final tournament. Aoki mention wanting to host the Grand Finals outside of Japan (more news expected in February-March).
- Asked about what other tournaments / events they plan to do, Aoki mentioned the announcement already made for EVO in Las Vegas. In addition, he specifically mentioned wanting to actively participate in events outside of Japan such as EVO France, Combo Breaker, and CEO.
The Future of Arcades
- SEGA already announced support of game centers to run own tournaments and award special titles for the arcade version of VFes (gameplay balance the same as REVO, and Japan's name for VF5US). In addtion another announcement in February or March related to the arcade version.
- Asked about VF5FS being retired because it is not the latest game version anymore...Aoki, mentioned people who like the previous version will continue to play it. Kurita continue the questioning that Matsuda's Game-Newton and Yamagishi's (founder and organizer of BT Cup) Ikebukuro Mikado would be effected greatly. Aoki mention he think game centers could use steam version of REVO, just like steam version of Tekken 8 in other game centers. A changing of time.
Possibility of more LEGACY VFs before NEW VF is released
- Kurita asked if VF5REVO acts as the intermediate product before the NEW VF Project is released. Aoki interestingly mentions it as just one legacy game to help get Virtua Fighter recognized globally, and noted that VF3tb Online was recently released in Japan arcades. Still it is just him imagining things in his head...nothing concrete though.
- Kurita also asked specifically about VF4 Final Tuned and Virtua Fighter 5R that was never released for home consoles. Aoki replied that he would like to take up the challenge to do so. He also mentioned that the REVO title was intentionally named that to evoke Virtua Fighter 5 R and Virtua Fighter 4 Evo.
Last edited: Yesterday at 10:41 PM
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posted by wap, platform: Chrome
我在一年多以前发起过一个关于vf里晃杆的讨论
https://wap.tgfcer.com/index.php?action=thread&tid=8375058
上面访谈里有提到这个机制
- Kurita asked if stagger recovery mechanic would be removed (Kurita apparently is not a fan of stagger recovery!). Aoki mentions VFers are used to it, so he would not go as far to eliminate the mechanic. Both Aoki and Kurita, however, agreed it is quite stressful and would prefer to have new players deal with less "stressful" situations.
看来还是有部分玩家不太喜欢这个设计的,制作人应该也考虑拿掉,但是工程太大,保险起见就不动了,毕竟是个快20年的老房子,简单装修下刷刷漆抹抹墙就得了
6代我猜应该不会有晃杆了,毕竟那么真实的画面突然出来一个摇杆看着太违和,而且6代为了提高销量扩大影响力大方向肯定也是简化操作,让手残党和老年人也有一战之力
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posted by wap, platform: Chrome
原帖由 @道克斯 于 2025-2-1 13:10 发表
我在一年多以前发起过一个关于vf里晃杆的讨论
https://wap.tgfcer.com/index.php?action=thread&tid=8375058
上面访谈里有提到这个机制
Kurita asked if stagger recovery mechanic would be removed (Kurita apparently is not a fan of stagger recovery!). Aoki mentions VFers are used to it, so he would not go as far to eliminate the mechanic. Both Aoki and Kurita, however, agreed it is quite stressful and would prefer to have new players deal with less "stressful" situations.
看来还是有部分玩家不太喜欢这个设计的,制作人应该也考虑拿掉,但是工程太大,保险起见就不动了,毕竟是个快20年的老房子,简单装修下刷刷漆抹抹墙就得了
6代我猜应该不会有晃杆了,毕竟那么真实的画面突然出来一个摇杆看着太违和,而且6代为了提高销量扩大影响力大方向肯定也是简化操作,让手残党和老年人也有一战之力
晃杆我记得当时是一个很先进的设定,不过时间太久都快20年了,不太记得细节了。
我就希望VF6也能带来类似SF6的简化模式,可以让我这种喜欢用AKIRA的能够用手柄玩的开心点,AKIRA没摇杆太痛苦了- -
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posted by wap, platform: Chrome
碰到zonchan,给我一顿捶
问下图上leifei这拳是怎么发的,我没试出来。独立式里的招,二连拳的第二下,防住好像也是不利
本帖最后由 道克斯 于 2025-2-1 19:08 通过手机版编辑
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posted by wap, platform: Chrome
忘放图了,为什么wap版编辑不能传图
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posted by wap, platform: Chrome
原帖由 @FireLiu 于 2025-2-1 19:11 发表
这招看着像败式的 P P+K
试了下是你说这个,那他是从独立式手动切换败式后出的,衔接太快了我没看出来
对方防住和命中都是+9,好在不是combo第二下能闪避
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posted by wap, platform: Chrome
等下20:00可以进官方的 Tournament
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posted by wap, platform: Chrome
卧槽Tournament点进去秒没,变成2/2 5:00开始了 23333333
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posted by wap, platform: Chrome
系列首次引入网络回滚,不太成熟
会出现显示命中判定但是没有受创硬直的情况,实际情况是对面其实是防住了,这种对打击确认会产生很大影响
用这个回滚系统来强行匹配远距离跨国玩家营造一种有很多人玩的假象其实不太合适。看sega后续怎么调整吧
本帖最后由 道克斯 于 2025-2-2 14:06 通过手机版编辑
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posted by wap, platform: Chrome
推荐一个新开的YouTube频道
https://www.youtube.com/@MasterGenesisGaming
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楼上的油管频道看了一下,总共仨视频,还全是240P的:企鹅360度打滚铜球:
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posted by wap, platform: Chrome
原帖由 @cnmbanzhu 于 2025-2-3 11:11 发表
楼上的油管频道看了一下,总共仨视频,还全是240P的:企鹅360度打滚铜球:
那是十多年前的老视频,看近期的直播回放
这频道是几个vf老炮合作开的,作为vf玩家关注一下没坏处
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posted by wap, platform: Chrome
原帖由 @FireLiu 于 2025-2-3 12:20 发表
绿皮DVD我发到B站了
https://www.bilibili.com/video/BV1jdPDeGEQ1/
淘汰赛部分
https://www.bilibili.com/video/BV1LFPQezEk7/
野试合部分
当时刚出EVO没多久 比赛这个版本还不是B版 和03年初首届斗剧那个版本是一样的 Kage和Goh性能比较好
好像是 没细查
感谢火刘啊
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新手。
打练习模式看看结城晶,练了半小时顺拐,就出来两次“提膝弹腿”。。
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posted by wap, platform: iPhone
新手真别练结成晶,陈洛陈佩杰克杰弗里试试
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贾斯丁王也头疼这招:泥鹅满地打滚:
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借楼求助,steam版启动VF5 R.E.V.O毫无反应,steam显示正在运行,进程也都在,就是没游戏画面,之前的试玩版反倒正常,会是啥问题?
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ps2的练习模式可以看输入过的指令 当时是采用穷举法 + 复盘 找到了一些Akira独步顶膝/提膝弹腿的窍门:
同时输入K+G
G采用刷键的方式 蹭一下就离开按键
K键不用刷 按完可以不松手
这样成功率就会高很多 但如果想在实战中百分之百成功率还需多练习 或者找到自己更习惯的方式
我记得DOA5U连续技练习模式有一个连着发三个提膝的Combo 闲得没事可以挑战一下
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posted by wap, platform: 小米
DOA5 LR的提膝好像是跟SEGA的机制不太一样,键盘上DOA5 LR的提膝便宜练习一下就可以顺手了
妈蛋主要是1珍后放开那个节奏要能找到
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