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[话题讨论] zangif

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楼主
发表于 2014-10-21 01:53:20 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式 |          
ZANGIEF

First appearance: Street Fighter II(1991)



Data
STATVALUERANK
Vitality1100S
Stun Threshold1100S
Forward Walk Distance per Frame0.035C
Backward Walk Distance per Frame0.03C
Dash Duration in Frames26E
Dash Distance0.88714E
Backdash Duration in Frames8 invincible, 8 airborne,
10 recovery (26 total)
B
Backdash Distance0.8D
Pre-jump Frames6C
Jump Duration in Frames37B-
Diagonal Jump Distance1.53783D
Diagonal Short Jump Distance1.28373E-

W Ultra Damage: 60%



CLOSE STANDING (CL.) NORMAL MOVES


STANDING (ST.) NORMAL MOVES


CROUCHING (CR.) NORMAL MOVES


VERTICAL JUMP NORMAL MOVES


DIAGONAL JUMP NORMAL MOVES


NORMAL THROWS

Zangief’s Bodyslam ends with your opponent in front of you while Brain Buster switches sides with your opponent. Though often overshadowed by his excellent command grabs, Zangief’s normal throws are useful when you’re close to your opponent, but afraid that they will likely neutral jump against your throw attempt. With a normal throw, you recover quickly enough from a whiffed throw to respond to a neutral jump with anti-air Double Lariat or Ultra II, whereas if you whiffed a Spinning Piledriver, your opponent can fall on you with a punish combo.






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沙发
 楼主| 发表于 2014-10-21 01:54:09 | 只看该作者
FOCUS ATTACKS

Zangief’s Focus Attacks are slower than average, making them somewhat unwieldy in a match; however, they still have excellent range, reaching farther than the Focus Attacks of most other characters. This Focus Attack sweeps forward, not extending to its full range until the last 2 frames of the active period. Although Zangief’s Focus has long reach, beware that it whiffs against crouching characters outside of point-blank range. Unfortunately, this includes combos into EX Red Focus.

Due to the slowness of Zangief’s dash, if you dash forward after your Focus Attack is blocked, you can be punished by an opponent with quick responses. The slow speed of Zangief’s dash also makes it less appealing to use Focus absorb tactics, like against projectiles or mid-range pokes. It’s just too likely the opponent will recover in time to punish you.

New to USFIV, Zangief can cancel his EX Banishing Flat into a lv.1 EX Red Focus Attack for a crumple. This is expensive, requiring an entire Super Gauge, and it doesn’t work against crouching characters from hit confirm distances. Meter-efficient or not, this definitely creates new high-damage hit-confirm chances for Zangief (see Combo VII).




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板凳
 楼主| 发表于 2014-10-21 01:55:45 | 只看该作者
UNIQUE ATTACKS




Flying Body Attack: Zangief flattens himself out as he flies through the air falling at his opponent; since time immemorial, this move has simply been called the “Splash.” Flying Body Attack is Zangief’s best cross-up attack, thanks to its wide hitbox. This attack is useful any time you are near your opponent and you feel that they’re too preoccupied with the ground game to anti-air you effectively.

Because Flying Body Attack is a heavy attack, it gives you enough advantage on block so that any grounded attack will be a true blockstring, allowing you to generate guaranteed pressure. If you lead directly into crouching L, for example, an opponent who blocks Splash then tries to jump away, fearing a throw, will eat the low hit.

Splash leaves the opponent in blockstun for so long, in fact, that you’ll have to pause briefly upon landing before going for a normal throw or Spinning Piledriver, since you can’t throw opponents during blockstun, or for 2 frames after blockstun ends. If you want to use your jump-in itself as the tick part of a tick throw, vary between “Splash” and Double Knee Drop, which create very different amounts of blockstun.

Double Knee Drop: Zangief drops on his opponent with both knees with this aerial attack. Double Knee Drop is a light attack, meaning there is very little blockstun/hitstun created, allowing you to immediately go for a tick throw after your opponent blocks this attack.

Double Knee Drop reduces the size of Zangief’s hurtbox, making him harder to anti-air. This attack can be done very late, hitting at the last moment before landing to screw up the opponent’s high/low or front/back blocking. Since Zangief scrunches himself up into a relatively slim horizontal hurtbox while performing this aerial attack, it can also be used as a sneaky early or late cross-up in addition to a weak, ticking frontal attack. Because Zangief scrunches up on execution, if you perform this move just before Zangief crosses over their center-of-mass during a forward jump, he’ll sometimes seem to hit them from above as a cross-up before landing on the original side.

MP Headbutt: Slamming his head into his opponent, Zangief’s high-stun jumping attack can be used to hit an opponent that is above or just in front of Zangief. The advantage of MP Headbutt over the HP version is that it’s faster and it has a slightly bigger hitbox. If your opponent is prone to neutral jump over your throws and Double Lariats, and you have a hard read that they’re about to neutral jump in your face yet again, you can jump with them and instantly perform MP Headbutt to quickly smack them with more stun damage in one hit than is dealt out by most full combos.







HP Headbutt: Similar in both appearance and usage to the MP version, the chief differences between these two attacks are the slower startup, higher stun, and higher hitstun and blockstun of the HP version. The HP version is also active much longer, but has a slightly smaller hitbox. The MP version is more appropriate as quick, “instant” anti-air, and the HP version is better during your own neutral jumps, like when falling from a neutral jump at mid-range, or when performing an early neutral jump against a foe’s wakeup. If you can manage to land a clean HP Headbutt up close, you can link into enough stun to dizzy most of the cast outright (see Combo VIII).

Headbutts, Splash, and Double Knee Drop, alongside his diagonal jumping M and diagonal jumping h, all work together from different angles and different timings to make Zangief threatening from above. Meanwhile, his huge vitality bar, high damage output, and horrifying close-range offense give Zangief extra incentives to gamble on jumps when other characters would have to be more cautious.

Long Kick: Zangief gets low and sweeps his opponent’s feet out from under them with this command sweep. Long Kick looks and acts like crouching H with extra range; this move also inches Zangief forward a bit. Don’t be predictable with this attack, as it is easily whiff punishable and is negative enough to be quite punishable on block.

Short Jump: While Ibuki and C. Viper have high jumps, Zangief has the game’s only short jump (of course, other characters have ways to pull a jump short, like dive kicks). This is a remnant of an alpha feature during early SFIVdevelopment, when every character could short jump. Ultimately, it’s only Zangief. To execute a short jump, input 12, rolling from 1 to 2 instantly. Zangief’s jump arc is identical during forward jump and short jump, but he travels about a half-step farther during his initial takeoff during a normal forward jump. Short jump’s intended use is to fall just slightly short of your expected jump distance, causing your opponent’s anti-air attacks to whiff. When you short jump for this purpose, don’t perform jumping attacks (except perhaps Double Knee Drop), so you retain tripguard (your ability to block low immediately upon landing) and so Zangief’s hurtbox isn’t extended forward with his limbs.


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地板
 楼主| 发表于 2014-10-21 01:59:09 | 只看该作者
本帖最后由 tinker326 于 2014-10-21 02:00 编辑

Overview

[size=2em]PROS:

  • LP Spinning Piledriver has incredible range and is unusually fast, a game-changing attack
  • Good set of normal moves with high frame advantage allow Zangief to punish opponents trying to get away from him
  • Easily able to confirm a hit and combo into EX Banishing Flat, getting right back on the offensive after a successful hit
  • High vitality and stun values
  • Good matchups against important dive kick and rushdown-oriented characters; characters who have to approach are doing Zangief’s work for him

[size=2em]CONS:

  • Slow walking speed hampers movement options
  • Can have difficulty approaching opponents through projectiles, and has problematic matchups with many zoning-oriented characters
  • Has trouble dealing with jump attacks from characters with variable jump arcs

Zangief is an imposing figure with dangerous ways of hurting other characters who are near him. Any character staking a claim to strongest close-range offense in Street Fighter will have to go through Zangief to win that argument. When you select Zangief at the character select screen, you must realize from that moment on that your opponent does not want to be near you; with Zangief, you will have to work hard to get in on an opponent who is constantly trying to keep you out. Once you’ve reached the end of the rainbow, you will certainly find your pot of gold; Zangief’s ability to throw his opponent’s attempts to defend or escape is truly terrifying, and you can easily stick to your opponent on offense once you find an opening.

Your objective is to establish close range. Achieve this by:

  • Walking forward cautiously and patiently, controlling your foe’s ground movement with standing MP
  • Punishing whiffed attacks with standing LK [size=2em]> EX Banishing Flat
  • Using intentionally-whiffed LP Banishing Flat and standing HK as “attack dashes” that can move you into range for LP Spinning Piledriver
  • Beating jumping attacks with Double Lariat or Ultra II
  • Patiently maneuvering your opponent to the corner
  • Once inside, opening up your opponent by making them guess whether you’re going to continue pressuring with normals or going to tick throw with a Spinning Piledriver

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5#
 楼主| 发表于 2014-10-21 02:00:46 | 只看该作者
本帖最后由 tinker326 于 2014-10-21 14:41 编辑

这页有许多漏的地方,比如lk mp hk之类的,晚上有时间我补全,还有360指令
LoNG RANGE

As Zangief doesn’t have many moves that reach an opponent from long range, your main goal from this distance is to be patient while working his way forward. Zangief’s only long-reaching attack, his Flying Power Bomb (g + K), is easy to react to at long range with a jump-in combo. Be sparing with this attack if you use it at all. Because you want to be close to your opponent, from long range, you should try to move in and see how your opponent reacts. If your opponent moves back with you, attempting to keep a stable long-range distance from Zangief, you should attempt to walk them to the corner; if your opponent gives up on this, you’ll end up in a mid-range footsie fight before you can actually get close to your opponent.

An opponent that has a projectile will certainly attempt to use it to control the space between them and Zangief. When a projectile is approaching, you can use a Double Lariat (PPP) or a Quick Double Lariat (KKK) to have it pass straight through you. Quick Double Lariat is faster, allowing you to react to an opponent’s follow-up more quickly; however, it can be countered by a projectile during the startup so it must be used early. You are able to slightly maneuver around during a Lariat, allowing you to position yourself further forward or backward as needed. Banishing Flat (e + P) can be used to move Zangief forward and nullify a projectile if you are accurate; however, it is often hard to actually hit the projectile and not just wind up getting counter hit. It is also a rather sluggish attack so an opponent can attempt to bait it and whiff punish your Banishing Flat attempt.


MID-RANGE

Your strategy in mid-range is to play a solid ground game to either work your way in or frustrate an opponent into opening themselves up by whiffing an attack or jumping at you. You can do this by playing slow and not overcommitting to any one course of action. Dance in and just out of the maximum range of your opponent’s pokes and look to see how your opponent reacts. If they try to move in, you can put a stop to their advancement with a standing m or perhaps chained l. If your opponent is content to fight at this range, attempt to out-space their favored pokes and whiff punish when possible. If an opponent tries to back up, advance upon them to both slowly push them toward the corner and keep in a mid-range fight.

Your most useful poke in mid-range is your standing m; it is a fast and far-reaching poke that has enough frame advantage to be used as a combo starter if you are close enough. From start to recovery standing m is only 15 frames long, making it impossible to whiff punish on reaction. Your opponent can space it out and have it whiff, but unless you are predictable, it will be hard for your opponent to stop you from employing standing m. On hit, you can link standing L or l and cancel to LP or EX Banishing Flat. Since standing m pushes you out a bit and standing L doesn’t have the furthest range, you can also attempt to use standing l as your combo starter; it will combo into standing L from slightly farther away than standing m. It’s also chain-cancelable, allowing you to confirm off of 2 standing jabs before linking a L if you are close enough. Standing L is also useful on its own in this range as a whiff punish with L > EX Banishing Flat. If you have a full Super Gauge, you can go into Combo VII for strong damage. Without meter, you can use LP Banishing Flat and be mostly safe at -2 on hit, thanks to the increased hitstun allotted to the move in USFIV.

If your opponent is trying to keep enough space to avoid your standing m and standing L, you can potentially catch them walking with a Long Kick (4 + H), which scores a knockdown and a chance to get in on them. Otherwise, you can take a risk and attempt to surprise your opposition by whiffing a LP Banishing Flat, standing H, or crouching M, and then immediately going for LP Spinning Piledriver as you recover. Note that all of these moves can be whiff punished if your opponent is looking for them.

From mid-range, your opponent takes a much greater risk relying on projectiles
against Zangief then they do from afar. If you have 1 bar to spare, EX Banishing Flat
(e + PP) will easily pass through a projectile on reaction, getting you some damage and positioning Zangief on top of your opponent with advantage. With a full Super Gauge, you can cancel EX Banishing Flat into a lv.1 EX Red Focus Attack and then follow-up with either an Ultra Combo or an Atomic Suplex. Normal versions of Banishing Flat won’t work well as a projectile counter at this range. Double Lariat can be used sparingly, though it will oftentimes lead to Zangief being whiff punished from mid-range; Quick Double Lariat is faster on recovery, but you must be fast if you want to use it on reaction to a projectile since you can be hit during the startup frames.

If your opponent is heavily preoccupied in controlling you on the ground, you can attempt to bypass this space by jumping at your opponent. Zangief has several attacks with high priority from his jump; diagonal jumping h reaches the farthest forward of all of your jumping attacks and, because it is a heavy attack, it puts your opponent in enough hitstun to guarantee a blockstring after you reach the ground. If your opponent blocks a jump-in h, they will be in range of a LP Spinning Piledriver, Super, or Ultra I as they recover. Jumping H can be used in much the same manner. Diagonal jumpingM is Zangief’s deepest jump-in, making it useful against characters that generally try to use normal moves for anti-airs. It does not quite have the same horizontal reach as jumping h, so you’ll need to be slightly closer. You can attack with diagonal jumping M earlier in Zangief’s jump arc than with other jump-ins, which may catch the enemy by surprise; for example, kicking them in the head during the 3 portion of a 3 5 4 dragon punch motion.

Zangief has the ability to alter his jump trajectory slightly; you can use a short jump by tapping1~2, which reduces the range of your jump. This works well in conjunction with Knee Drop (5+ L), since Knee Drop reduces your hurtbox, allowing you to bait some anti-air attacks and then punish your opponent on the ground, or simply to whiff a jumping attack and immediately use a LP Spinning Piledriver upon landing.

Likewise, your opponent may come to that same conclusion and attempt to jump on you. Zangief has one of the strongest anti-air attacks in the game with his Double Lariat; as it requires no joystick motion at all, it is very easy to use as a twitch reaction to a jump you were not expecting. What’s even better is you can use this attack from a crouching position, making yourself slightly less likely to be hit when you are attempting to use it as late as possible. As he’s attacking in both directions, Double Lariat even works well against cross-ups. If your opponent is either jumping in from a bit away or neutral jumping from outside the range of your Double Lariat, you can hit them with either standing H or an EX Banishing Flat; both attacks are rather slow, so you’ll have to activate them early. Standing H does high damage for a normal move and it hits high up on the opponent’s body while moving Zangief forward. It’s basically a dash with an anti-air/anti-standing spike on the front of it, and that’s how you should use it. EX Banishing Flat is invincible until active and knocks down an airborne opponent on hit, allowing you to start close-range mix-ups on your downed opponent.

Jumping backward with h can work well as anti-air also, but you give up ground when using it. Neutral jumping M hits above and in front of Zangief, making it valuable against characters with jumps that float like Guy or M. Bison. Against characters that change their jump arcs with dive kicks, if you don’t want to commit to a Double Lariat when they’re jumping in from far off, you can simply use standing l safely without extending your hurtbox forward.


CLOSE RANGE

Zangief is at his strongest when he is next to his opponent and on the offensive; at close range, his goal is to keep the enemy from jumping away from him with good use of his close and crouching normal moves. Once you have intimidated your opponent into blocking your attacks, you will leave them open to Zangief’s category-defining command grabs.

When up close, your opponent will more than likely try to escape from your command throws; they are likely to try to either jump away or backdash. Zangief’s primary tool for pressuring his opponent in this situation is crouching L. Crouching L is a fairly quick poke that’s active on the 4th frame with advantage on hit and block. You can use it to hit confirm into either Combo I or II, depending on how comfortable you are linking multiple crouching L kicks together. If you’re pretty sure of your opponent’s patterns, you can go for a higher damage option and try landing a close M; with the increase in hitstun it received in USFIV, you can now use it for a high-damage punish as in Combo V.

If you think your opponent isn’t likely to try to jump away from you, it is reasonably safe to attempt a command throw. While pressuring an opponent with crouching L, you can attempt a tick throw with LP Spinning Piledriver after up to 3 kicks. After successfully landing a Spinning Piledriver, you recover far from your prone opponent; whiffing LP Banishing Flat will move you toward your downed foe with enough time to set up a meaty attack or go for another command throw. If you are close to your opponent, you can attempt an Atomic Suplex rather than a Spinning Piledriver. Atomic Suplex has a greatly diminished range but is equally as fast; on hit, you end up with a far stronger offensive setup. After landing Atomic Suplex, you can: use jump and cross-up with a Flying Body Attack and then have guaranteed pressure against your opponent on the ground; use a short jump Flying Body Attack for a frontal hit; use a Double Knee Drop from either jump to force your opponent to deal with different command grab timing on landing, thanks to Knee Drop’s short hitstun; or simply do an empty jump then land and attack with another command throw, or crouching L to catch your opponent’s attempt to block standing or jump away.

Backdashes can easily allow an opponent to escape close-range offense if you aren’t wary. Zangief can option select backdashes by most characters with crouching H between two chain-canceled crouchingl punches; Long Kick is too slow to serve this purpose, so make certain you aren’t holding 4during this option select. Characters with excellent backdashes like Chun-Li, Ibuki, and Rose move too far and too fast to be punished in this way.

If you make a read of your opponent attempting to backdash, you can punish it harder with MP or HP Banishing Flat or a raw Ultra II done low to the ground while holding forward after activation.

Once you’ve managed to push an opponent all the way to the corner, you will have a supreme offensive advantage; just keep in mind that no matter who you’re fighting, your opponent will be scared at this point and will try to escape. Once your opponent can no longer use their mid-screen walking speed to make your attacks whiff, their options will be reduced to trying to counter poke, reversal, block, or more likely jump (either vertically or over you, out of the corner). Similar to when you’re close to an opponent at mid-screen, your goal is to make them too scared to jump away. Staggered l strings will facilitate this well, as will standing m. An opponent who has taken almost any damage at all can easily be stunned when attempting to escape the corner by countering with an anti-air HP Headbutt.

When Zangief is on the defensive, he has limited but useful options. As Zangief’s strike-invincible special moves are all still susceptible to throws, you will have to choose between defending yourself from throws or strikes. Backdash generally makes for a poor defensive option, as Zangief has one of the worst backdashes in the game; it is slow enough to be punished on reaction and travels essentially nowhere. Without spending meter, your options are more limited; Double Lariat and Quick Double Lariat both have limited invincibility, so you’ll have to decide in advance whether you want to try to beat a high or a low attack. Spinning Piledriver is active on the 2nd frame, allowing it to beat any strike that’s not meaty as well as punishing an opponent for just blocking. A Spinning Piledriver used defensively is more likely to be useful when done to interrupt an opponent’s pressure string rather than on wakeup. As throws cannot trade with strikes, if your opponent leaves a gap at least 1-frame wide when you attempt to reversal with a Spinning Piledriver, then they will get grabbed if they are grounded and within range. EX Spinning Piledriver is active on the 4th frame; it is invincible to strikes and can be used to grab an opponent attempting a safe jump attack. Ultra I can make for an excellent reversal, being both fast as well as completely invincible; however, you should use this with caution, as you are unlikely to get a second chance at landing an Ultra, and if you miss, you will certainly be punished.

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6#
发表于 2014-10-21 08:32:43 | 只看该作者
标题名字少了个字母。。
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发表于 2014-10-21 09:03:59 | 只看该作者
哥们好有爱!!!必须顶你
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发表于 2014-10-21 09:58:24 来自手机 | 只看该作者
感謝LZ!!!!!!!
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发表于 2014-10-21 11:55:17 | 只看该作者
求大神翻译... 看得巨吃力~
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THE KING OF TRANSLATOR

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发表于 2014-10-21 11:57:50 | 只看该作者
英文8分表示鸭梨巨大。。。。。。。。。。。。。。。。。。。。。
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 楼主| 发表于 2014-10-21 12:55:33 来自手机 | 只看该作者
过几天有时间会翻译。
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发表于 2014-10-21 13:01:26 来自手机 | 只看该作者
楼主是否有兴趣加入麻辣烫骑士团?
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发表于 2014-10-21 13:07:41 | 只看该作者
黄绿红格分别代表什么判定?
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 楼主| 发表于 2014-10-21 14:27:21 来自手机 | 只看该作者
Kerick 发表于 2014-10-21 13:07
黄绿红格分别代表什么判定?

绿被攻击判定,红攻击判定,蓝色是投判定

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参与人数 1游币 +1 收起 理由
Kerick + 1 谢谢

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 楼主| 发表于 2014-10-21 14:34:44 | 只看该作者
sao年9 发表于 2014-10-21 13:01
楼主是否有兴趣加入麻辣烫骑士团?

进群了,就是在浅水
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发表于 2014-10-21 15:47:11 | 只看该作者
short jump 是什么?苏联新增了‘小跳’?
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格斗游戏死忠!

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发表于 2014-10-21 15:51:42 | 只看该作者
想不到国际友人在这里发贴了………………顶!!![weisuomao_65]
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发表于 2014-10-21 16:04:45 | 只看该作者
finridge4 发表于 2014-10-21 15:47
short jump 是什么?苏联新增了‘小跳’?

SF4的苏联一直有小跳。
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19#
发表于 2014-10-21 20:45:29 | 只看该作者
完全看不懂……
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20#
发表于 2014-10-21 22:50:03 | 只看该作者
楼主好人一生平安![weisuomao_25]
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