安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
This update also fixes some bugs and makes some general improvements, which you can see in the change notes section.
Overall, all of her moves blend together nicely, where each move compliments the other really well. It’s honestly the closest representation to how I’d personally see Reimu function if she were to make it in Smash Ultimate. (Which I really hope happens).
(Oh yeah, btw her taunt animation is godtier! Having her gohei spin so smoothly so high up in the air is a super nice touch!)
Speaking of FSpecial, the barrier not only blocks multiple projectile, but serves as a good trap for stage control since the opponent gets automatically paralyzed upon running into it which is useful mechanic. DSpecial can change direction mid use similar to Lucario’s counter from Brawl. And one really welcome addition is that Reimu can cancel out of it resulting in less end lag. Her USpecial lends itself well to wall jumps and is all in all a safe recovery option to compensate for it’s Incineroar-like vertical distance. The way she zigzags through the air out of USpecial reminds me of Kasen’s eagle Kume for some reason. Maybe it’s just the swooping and soaring thing!
On to projectiles, I personally really love how she’s stores a bunch of them in her NSpecial. Reminds me of PacMan’s NSpecial from Smash and how each on has a different property and movement pattern. This, plus FSpecial allows Reimu to gain vertical momentum which lets her hover and slightly rise in the air. The mechanic becomes super useful when edge guarding the opponent and also for maintaining precision.
Nice to see you back with Character Pack 2!
Reimu as a character feels very dynamic and fluid, which I feel can be attributed to how she carries herself through her attacks. Her UTilt for instance literally makes her jump forward and her UStrong’s spin jump altitude depends on how long it’s charged. Her hits also pack a punch, balanced out by how precise some of her hitboxes are. It makes stringing together combos and landing spikes all the more satisfying! They also come quick out of short hop giving her a defensive edge. As the Shrine Maiden who maintains balance in Gensokyo, it’s fitting that she’s a well-rounded character with lots of options.
@Restlesssucc No, but could you tell me more?