Ulmez escribió:
No estoy seguro porque no lo he probado, pero creo que el juego trae "grooves" (estilos, como en Capcom Vs SNK 2) que abarca todas las entregas de la saga ;)
Efectivamente! acabo de mirar en gamefaqs y hay ya un esbozo de guia. los "grooves" son ken, shin, do, rei, ten y zan.
Aqui os dejo las caracteristicas
Corto y pego (via gamefaqs.com):
(ken):
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- default selection
- spirit gauge fills up by:
==> a very small amount when using a special move and not hitting
==> when opponent is hit by any of your attacks (including slashes)
- spirit gauge does not carry over to new round
- AB for a moment of complete guard; uses up an amount of spirit; hence cannot be used when there is not enough spirit
- qcf + AB:
==> super special (when spirit gauge full)
==> knocks off weapon when hit
==> resets spirit gauge regardless of whether it hits or misses
- qcf + BC:
==> super special 2 (available only when life gauge reaches green)
==> only inflicts damage
==> same as hidden special in 'shin'
- E for hop-dodge, b + E for slide backwards, d + E for prone-dodge
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(shin):
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- spirit gauge fills up by:
==> getting hit by opponent's attacks
- spirit gauge carries over to new round
- qcf + AB:
==> super special
==> destroys weapon
- hidden special:
==> joystick sequence varies from character to character
==> can only be used once in the entire battle with an opponent
==> can be used at any point in time (only restriction is perhaps whether or not you need your weapon to execute it) (in the case of Galford, he will need Poppy :p)
- plushie/doll moves are available ie. Nuigurumika
- E for hop-dodge and d + E for prone-dodge, df + E and db + E for roll
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(do):
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- when rage full, general attack power, hence damage increases
- AB for super-slash; don't really see spectacular damage unless rage is full;
when rage is full AB (choukiri) can deal out awesome damage and still be executed while subjected to enemy's attacks
- except for parrying or special moves that contain button E, E is useless and cannot be used for any form of dodging
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(rei):
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- spirit gauge fills up by:
==> getting hit by opponent's attacks
- spirit gauge carries over to new round
- spirit gauge disappears for the battle after using Rage Explosion or 'Mu' (see below)
- qcf + AB
==> super special
==> knocks off weapon
- ABC for Rage Explosion
==> pushes back opponent
==> stops time
==> the spirit gauge turns 'fiery' in colour and empties slowly; upon emptying time resumes
- hold AB to increase 'mu' gauge (blue region on life gauge) by emptying spirit gauge; works only when there is enough spirit and spirit gauge is not maxed
- if you are in a round where losing means defeat (ie. round 2 after one loss, OR round 3); 'mu' state becomes available when life gauge falls to 'mu' region
==> DE to go into 'mu' state
- in 'mu' state
==> enemy moves in sloooow motion
==> ABC for 'issen' attack
==> spirit gauge turns blue in colour and empties moderately fast; upon emptying everything returns to normal
- E for hop-dodge and d + E for prone-dodge and f + E for foward hop-dodge, df + E and db + E for roll
remark: it is possible to deal out insane damage by slashes first followed by 'issen' during 'mu' (i've dropped ~80% of my opponent's life with 1 heavy slash followed by 'issen' just before he falls to the ground using Galford)
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(ten):
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- AB, then follow with a seqeunce of slashes to combo; I'm quite confident that
the combo conditions are as follows:
- only slashes can be used --> only A, B or C; if D is pressed in the sequence the combo breaks
- the same slash button can only be used for a max of 3 times consecutively before the combo breaks
- the sequence can only move from lighter to heavier slashes, or else the combo breaks
--> which makes the maximum full combo to be AABBCCC. Timing is important.
- special (when rage full) qcf + AB (knocks off weapon)
- ABC for rage explosion --> stops time --> ABC again to do the damaging burst-attack
- E for old-skool dodge, f + E for circle behind opponent
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(zan):
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- spirit gauge fills up by:
==> getting hit by opponent's attacks
- spirit gauge resets in new round
- qcf + AB
==> super special
==> knocks off weapon
- AB to fill spirit gauge
- E in air for a momentarily air guard
- E for old-skool dodge, f + E for circle behind opponent