安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Again thanks for making this character to begin with this is bad to the bone! <3
he needs a buff
Do you ever plan on working on a DBS Vegeta?
4 I think im missing something then. It takes a significant amount of time till im able to get out of the spin dash to do a aerial.
6 Hmm, even at high % i don't it's doing enough knockback. I guess im not seeing the potential. Also after taking a closer look you're right the animations are different.
Thanks for looking at my feedback.
2. d-tilt is meant to be used at the ledge for onstage guarding
3. ill consider looking into cancelling jabs into tilts
4. i much prefer spindash only being cancellable into aerials-- i did try out an earlier version which had cancelling into any move but it was jank imo
5. noted, will consider an earlier cancel window for the divekick
6. dash-attack is a pretty strong move that can kill, its not really meant to be exceptionally safe to throw out. also, it's not the same animation as f-tilt at all
Dash attack has a lot of end lag which makes it really punishable. Also it's the same animation as ftilt maybe something different could be done about that in the future.
Strong attacks don't have enough knockback which makes killing hard.
Up and down strong have long start ups. Up strong can maybe get away with the animation starting with a back step but in turn needs to be strong enough to justify it. Down strong has no range, which would be fine if the start up would be much faster.
Down tilt is useless. A popup like move would be something id like to see but anything more useful would be fine.
Jabs not being able to be cancelled in to tilts is very annoying. The jab animation is probably the cause for that. Also Jab1 moves you forward, this makes spacing it harder then it needs to be.
Spin dash should be cancellable with any normal attack and up special the moment you release charge. I don't see my self using it much in it's current state where it's only jump cancellable. It's to risky and punishable. It is solid for recovery (spin dash to wall jump off stage).