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[杂谈] 《少年街霸2》与《少年街霸2 Alpha》差异

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发表于 2018-6-29 08:10:50 | 显示全部楼层 |阅读模式 |          
本帖最后由 klaus 于 2018-6-30 17:48 编辑
《Street Fighter Zero 2》                                                         《 Street Fighter Zero 2 Alpha》
sfz2j-06-29-001258.png sfz2alj-06-29-001313.png
《少年街霸2 Alpha》是《少年街霸2》的升级版,详细区别如下(转Gamefaqs):
>SFZ2A Additions & Changes<

The game engine itself has several tweaks from SFZ2/SFA2.

The main changes are:

    Zero Counters weakened and now take 1.5 super meter bars rather than 1
    Several added moves (indicated by * before move name)
    New game modes, Dramatic Battle, Survival Mode, Shin Gouki Mode
    Original/Custom Combo (CCs) command changed from 2P+1K/2+1P to HP + HK
    Valle CCs changed and CCs as a whole weakened.
    Outfit colors chosen by any P/K button and not combinations
    Added Satsui no Hadou Ryu, Special Sakura, Classic Chun-Li, SSF2 chars
    Sidearms win icon when you win by using a Taunt.

New Moves

Dhalsim: Yoga Stream (Super Move)
Guy: Bushin Musou Renge (Level 3 Super Move)
Ryu: Red Fireball (Special Move)
Sagat: Angry Charge (Super Taunt)
Sakura: Sakura Otoshi (Special Move)
Sodom: Tengu Walking (Reversal)
>Additional Tweaks<

The following information was posted by Spirited_Away in the Shoryuken.com
forums. I cannot verify everything here, but I’ve edited out the information
listed elsewhere.
General System changes

    ACs do less damage.
    As mentioned CCs have lesser freeze state frames
    Some characters CCs don’t do much damage, while others are still deadly.

Adon

    CC’s useless
    More recovery on his specials
    Super damage increased

Birdie

    Turn punch do extra hits depending on charge
    Priorities decreased

Chun-Li

    Lost her low forward buffer.
    Lighting kicks no longer useful in CCs (opponent are juggled upwards).

Ken

    Ken gained a new close standing RH kick.
    Shinryuken range decreased.
    Shoryureppa does more damage.

Dhalsim

    Priorities decreased
    Unblockable bug removed
    Yoga air throw super can be comboed after a buffered air-counter.
    (Timing is very critical)

Gouki

    His taunt hits

Nash

    All Flash kicks are air blockable (even short version)
    Damage on CCs and Supers reduced.
    Delay on Sonic Break Supers & Sonic Booms is very very short.
    Standing strong and forward are not reliable as Anti-Airs anymore.

Rolento

    Damage reduced on all specials
    Gained jumping hop
    Most reduced CC damage in the game…virtually useless
    Bomb from taunt damages now

Ryu

    Gained Red fireball
    Fireballs damage during CCs decreased.

Sagat

    Taunt increases damage (15% extra), invincible on early frames
    Tiger crush hits differenly (hit box changed?)
    Better damage on Tiger Blow
    Tiger Genocide damage increased
    Reduced CC damage

Sakura

    Does less damage

Vega

    His jump is high like in SF2’s
    Headstomp hits on wakeups now

Zangief

    SPDs not instant, and it’s harder to tick
    Siberian bear hug no longer auto-grab
    Lariat hit boxes changed (no longer useful against Dhalsim’s limbs)
    CC still damaging
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 楼主| 发表于 2019-2-3 22:51:11 | 显示全部楼层
自行谷歌吧,老外们玩非Alpha版多一些
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