Rockstar75 escribió:Taiyo Kazama escribió:
- el online ha mejorado. Ahora es mucho más rápido que alguien te rete mientras estás practicando, y además puedes ver su nivel d conexion antes de aceptar el reto.
- se pueden grabar repeticiones de los combates, incluso las que no son rankeadas
Yo he encontrado algunos cambios significativos:
Kokoro definitivamente esta bastante mas lenta
su -> -> P+K tarda bastante mas en hacerse, lo que suscita que te comas muchas mas contras o que el oponente pueda cubrirse antes, cuando antes era un golpe que cuando lo realizabas mientras el rival se levantaba tras un sit down o venia corriendo hacia a ti se lo comian siempre, ahora ya no (me cago en la puta), los puños se los noto algo mas lentos, tambien, mas que nada porque yo sigo jugando igual con ella y la gente o incluso la CPU, se me cubren cosas que antes no se me cubrian (PUTA mierda esto, me han jodido a mi nena)
De momento esto es lo que he visto yo...
PD:
@WiZzYx lo que nos faltaba que te pongan a Brad todavia mas cabron
En serio tío, yo no se como ves esta saga, de verdad que has puesto cosas que es que no se...
Para empezar, el
-> -> P+K de Kokoro NO SE HA TOCADO...
Lista de cambios de Kokoro:
PP: changed disadvantage on normal hit and on guard from -3 to -7F.
2K, P2K: changed disadvantage on normal hit from -12 to -15F.
PPT: changed startup from 16 to 17F.
2KT, P2KT: changed startup from 8 to 15F.
9PPT: changed startup from 19 to 22F.
Back-turned 4PT: changed startup from 6 to 17F.
33P: changed disadvantage on guard to -14F.
9P: changed damage from 15 to 12.
66P: changed recovery from 18 to 22F.
7K: changed damage from 26 to 24.
33P+K: changed damage from 28 to 26.
4P+K: changed damage from 24 to 22.
9PP6P, 4PP6P, 6P+KP: changed reaction on back-turned hit to short stun.
3K, 1KK: changed reaction on back-turned hit to short stun.
3K4K, 1KK4K: changed reaction on back-turned hit to short stun.
Changed grab voice for Heichu to something more recognizable.
PP6P: changed hit reaction on normal hit to small limbo stun.
P when Heichu either succeeds or fails: changed hit reaction on normal hit to small stun.
6P+K: changed hit reaction on normal hit to stun.
236T: shortened the derivative followup frames when the move fails from 30 to 26F.
Sidestep P: changed damage from 28 to 22, changed disadvantage on guard from -10 to -14.
Todo eso de que vuela más, las paredes, de verdad, que no se de donde has sacado todo eso. Hay cosas puntuales como un agarre de Sarah contra la pared, y poca cosa más. Seguramente hay más bajadas de daños que subidas, y por supuesto ni de coña elevan más los "launcher".
LISTA OFICIAL DE CAMBIOS:
UPDATE 1.0.3
Fixed voice playback at the start of a match because it was actually playing back 15f later than the start.
Tripled crouching speed against high attacks.
Changed standing/crouching switch frame during normal status, when guarding, etc. from 5⇒3F.
However, you can guard against at low attack in 1F, and crouch against a high attack in 2F.
Fixed a bug just after guard recovery, etc. that caused a frame where the player was unable to perform a hold and could only guard.
The one frame in which a player could guard but not hold has been changed to allow both guards and holds.
Changed default health to 270.
Change affects Arcade, Time Attack, Survival and other modes as well.
Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits.
Changed to allow a strike if throws overlap after rising/tech rolling.
Changed normal sidestep properties for all characters to 0(20)5.
Improved control input to make it harder for derivative followup moves to be triggered accidentally from sidestep.
Improved control input to make it harder to trigger taunts accidentally when pressing up/down when sidestep controls are set to 8 or 2H+P+K.
Fixed an issue that retained a hold input performed while the player could not hold until the unholdable interval had ended. The input buffer for Critical Holds was also changed to 12F, just like strikes. This improves play by reducing unintended moves triggered by inputs during unholdable periods.
Made H Cancel work better when used during a status other than strike. For example, it is harder when inputting 7PHK to mistakenly trigger 7PK.
Fixed reach for down throws being too long when the opponent's head was close.
Adjusted the back rising motion for Mila, Rig and VF characters. This corrects the weird speed that they could move back with.
The latter half of stuns from moves like Helena's 3KK are fixed to be invulnerable just like other of the same kinds of stuns.
Changed stuns from mid and low rising kicks on normal hit to small stuns.
Changed all back-turned stuns that do not down the player to end with the player facing front.
Added a ground shake effect to make sit-down stuns easier to spot.
All drop (vertical) kicks cannot be tech rolled.
Fixed a bug that made stuns after certain characters' moves the same as a Critical Finish stun.
Fixed a bug when an opponent was already in some stuns which cannot be tech rolled and a followup attack was made, then the un-tech-rollable status was maintained.
Lengthened the Critical Burst stun 5F, making followup attacks easier.
Changed behavior when near a wall to cause a Critical Burst even if the opponent uses a Critical Hold.
Fixed an issue that displayed a red "CRITICAL STUN" during a Critical state from which a Critical Burst cannot be performed, for
example after breaking an object after a Critical Burst.
Fixed some objects that would not turn transparent when covering a character.
Changed the way Danger Zone damage is calculated (except for Cliffhangers). Changed all Danger Zone damage from throws and holds from to 16%+4 to 20%.
Changed Slip Zones to only cause slipping on Counter Hit or higher.
When an opponent's throw or OH lands during the entrance or exit of a tag change, it is now treated as a Counter Hit.
Fixed an issue that added the combo adjustment when performing a tag throw after a juggle in Tag Mode.
Fixed an issue that added the combo adjustment when performing an air throw or down throw during a juggle in Tag Mode.
Revised hit detection for rising kicks. When rising kicks and strikes hit at the same time, rising kicks now lose to strikes if the strike causes higher damage. (2/12/2013 UPDATE)
UPDATE 1.0.3A
Fixed an issue in Ver. 1.03 that prevented stagger escapes while in Critical. (The Xbox 360 version will also have the same behavior.) PS3/Xbox360
Made it easier to continue combos in Tag Mode by disabling stagger escapes for some Criticals.
(2/14/2013 The following item has been corrected:)
Changed the combo damage adjustment in Tag Mode for tag changes during juggles from 0.7 to 0.95.
Adjusted the amount of GP gained and lost in Ranked Matches to bring it in line with original expectations.
Changed the fight results (Fights, Wins, Wins (%)) displayed for opponents in Ranked Match searches to only display Ranked
Match fight results.
Change the Grade Point gauge display in areas such as the fight results in the Main Menu to be based on current rank rather than overall performance.
Fixed a bug which caused the Move Details display to reset when Power Blows and other moves were performed.
Fixed a bug preventing game progress when acquired Titles were shared on Facebook in Online mode.
Fixed a bug in the Fighter List that changed the date of the last match with an opponent to the current date and time when the list was refreshed.
Fixed a bug that caused some characters to go through the floor after being hit with certain moves from Sarah.
In the version for PS3, some replays recorded before Ver. 1.02 do not play back correctly. (Planned to be fixed in a future update.) Xbox360
■ Move performance adjustments
*These changes also apply to the version for Xbox 360, despite Ver. 1.03 not being distributed for that version.
Disabled tech rolls for certain moves for which tech rolls had mistakenly been allowed in Ver. 1.03.
*The following Ver. 1.03 bug fix was reverted to its previous state: "Fixed a bug when an opponent was already in some stuns which cannot be tech rolled and a followup attack was made, then the un-tech-rollable status was maintained."
Changed the stagger on crouching Counter hit for Hayate's Senjinkyaku (3K).
Fixed a bug that caused Kokoro's Shinso-Kaimon (214T・4T・46T) to cause less damage than a normal hit when performed as a Counter Hit or higher against a wall.
Ojo, que esto no lo digo yo, es el "change log" oficial. De verdad que tu mensaje me ha dejado loco, empezando por lo de Kokoro, y no busco polemizar. Si he añadido esto es porque tu mensaje puede llevar a confusión. Pero ea, si tu ves que han cambiado todo eso que dices por mi bien, ¿ eh ?...
Aquí los cambios de todos lo personajes, que es muy largo para copiarlo todo:
http://teamninja-studio.com/doa5/us/patch/0116b.htmlUn saludo