Pour parler des jeux d'arcade ou du genre arcade (baston, beat, shoots, puzzle...) sortis ou non en arcade, anciens ou récents, ainsi que de l'actualité arcade.
Vincere a écrit :Mais attend, SSFIV a bien plus de contenu que SFIV et pourtant il a coûté bien moins cher, c'est fou non ?
Bien plus ? Ton "bien plus" pour SSf4, c'est 10 nouveaux persos osef pour la plupart , et c'est tout. En fait non, sur le reste, ssf4 a même moins que sf4, étant donné qu'il n'y a plus de défis, ni de gallerie ( super pratique pour savoir avec quel perso on a fini l'arcade.. ).
Notons aussi la disparition des médailles en online, + les modes de jeu inutiles comme le "team attack" ou même le tournoi (à 8 :/ ), même sur sf4 c'était mieux le système de tournoi par rang, voir même les cinématiques identiques au premier opus concernant ce qui sert d'histoire.
En plus de ça, évidemment qu'ils peuvent baisser les prix, étant donné que le moteur graphique est repris à l'identique, ce qui permet de larges économies, encore heureux pour un jeu qui sort un an après.
Specials:
Impact (D, delayable)
Comet Cannon (236A)
Break Shot (D, during Comet Cannon, delayable)
Corona Upper (623C, mid-air also)
Meteor Drive (D, after Corona Upper, delayable)
Space Counter [Parrying] (46, when under attack)
Space Counter (D, after parrying an attack, delayable)
Asteroid Vision (214A/B/C)
Break (A, while the A Asteroid Vision is active)
Eclipse Turn (B, while the A Asteroid Vision is active)
Lunatic Upper (C, while the A Asteroid Vision is active)
Shooting Star (D, while the A Asteroid Vision is active, or a Lunatic Upper)
Mars Chopper (A, after a Lunatic Upper)
Star Gazer (B, after a Lunatic Upper)
Infinite Rush (C, after a Lunatic Upper)
Lightning Arrow (D, while the B or C Lunatic Upper is active, delayable)
Distortion Drives:
Big Bang Smash (632146D, delayable)
Particle Flare (236236D, delayable)
Particle Flare [Launch] (D, during Particle Flare, delayable)
Particle Flare [Finish] (D, during Particle Flare [Launch], delayable)
Overall Stats:
She takes damage fairly well, at least average health if not higher
Ground dash seems to be at least average
She is a motion character, charge character fans get no love.
Her general attack range is really short, poking people from long range is something she won't be doing.
Can't say much about her damage potential. Her individual strikes seems solid enough, but Makoto players at the con have had to make do with basic 5 hit combos (multiple hits due to her throw notwithstanding) since she really is brand new.
Makoto's basic throw is her grabbing you and smacking your face around with her tail before tossing you up. Her airthrow seems to be her flip throwing you to the ground while following up with a T-hawk style dive. Her 2 or 3 C is something where she does a spinning slide that sweeps opponents. You seem to be able to hold it down to affect whether she spins more before connecting.
Her drive is a chargeable attack, kind of like a golf game where you have to hold it not too long and not too short to get max damage. The meter is visible at the bottom of the screen when she's charging.
She has a DP, which has a followup which spikes an opponent down diagonally. Seems to have good 'priority' but I don't think it has a lot of invincibility if any since I've seen it get stuffed by projectiles.
She can summon an energy ball and then hit D immediately afterward to launch it forward. The distance the ball travels is determined by her D charge when launched. The ball can dissipate other projectiles whether it launches or not except for possibly the spark bolt. It makes a graphical effect if it eats a projectile, kind of like a smaller faded version of Hakuman's barrier, unknown if it actually does something. If launched, it seems to only hit once. If the ball is not launched, it can hit for multiple times and Makoto is free to do whatever she wants.
Her three clones thing is determined by what button you press. It seems to do no damage on its own. In addition, the move has three or four potential followups similar to Hazama's or Tao's D cancels.
As mentioned before, one of her distortions is basically a Blodia punch. Full screen or close enough to it, capable of hitting both ground and air targets. It also seems to hit a little behind Makoto since the portal sets a little bit behind her. Stuffed a possible crossover attempt.
Her other is the three hit combo. Extremely short horizontal range, no longer than her jab. Can be comboed into. As mentioned before, it's her doing an launch and basically spiking the opponent at the end. You charge the two hits after the initial ala her drive mechanic. They also do a closeup of her face when doing the second attacks. She doesn't go into the launch animation if she whiffs.
I've seen projectiles stuff her distortions, but the thing is they connect really bloody fast. Her Blodia punch with it's humongous range and hitbox should be able to nail you if you look at Makoto funny while she has meter.
hands on makoto impressions:
- air game kinda crappy, nothing hits in front of her very far except j.D
- 236A summons orb, 3 hits. Seems good in block strings.
- 236A~[D] punches hte orb. 1 Hit. Lvl 3 almost goes full screen, fatal counter, removes primer, wall bounch. Lvl 2 and 1 do none of those things (actually i don't remember if lvl 1,2 do wall bounce or not).
- 623C dragon punch, has inv and whatnot. didn't try air version.
623C~[D] dragon punch follow up is a basketball dunk kind of move that slams the opponent into the ground. Followup combo not possible (maybe if you rc?)
- air throw is her throwing you into the ground and then doing a diving headbutt lol
- astral has her doing a dash punch. If it hits, she does a kenshiro fatal ko followed by a big bang upper. Opponent gets launched into the moon, then the moon shatters. All very silly.
- when doing drive moves, if you hold the button down too long, she won't attack at all. Despite this, i think it's too slow to be used as a feint.
- 46 is a parry. After you parry, press D (chargable) to do dudley's cross counter animation. Didn't test if it has any invulnerability or if you could parry lows. I tested this on a prjectile. You can't move right away after doing a parry; she's stuck in a pose. Dont know if hte pose is invincibile or auto guard or anything like that.
- all her supers are chargable, but all the charging is done during super freeze.
- has blodia punch super. chargable. traded with stuff so it probably has some invincibility but not all the way to the first active frame
- has shin shoryuken super. 3 hits. Each hit is chargable. If you don't charge to at least lvl 2, she won't do the rest of hte hits.
- j.2C makes her fall straight down and hitting hte enemy with her tail. Cancels out all momentum
- 3C makes her spin on the ground. i think it's that dempsey roll thing ppl mentioned earlier. Inv to Head and Body attribute. Pressing any attack aftewards does a sweep (though it's slow to startup). If it touches the opponent, you have a lot of gatlings you can go into.
- 214A/B/C does the 3 clone dash. A is ground, B is low air, C is high air. A version has followups you can do (A,B,C,D). B and C versions recover in time to allow you to do all your air options.
214A~A cancels the dash
214A~B goes through teh opponent
214A~C does a punch
214A~D takes a step back and does a chargable Drive punch
Super Famicom
Gamecube
Wii
WiiU
Switch
Game Boy Advance SP
DS Lite
3DS XL
Dreamcast
Playstation
Playstation 2
Playstation 3
Playstation 4
Playstation 5
PSP
Playstation TV
Coregrafx
Supergrafx
Nec Duo
Wonderswan Color Crystal
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....